Compare commits

..
33 Commits
Author SHA1 Message Date
Justin Li b04615dcb6 Store config in the registry 2020-04-08 00:25:01 -04:00
Justin Li 9d1fa11f98 Calibration speed setting, improve UI 2020-04-07 22:48:36 -04:00
Justin Li ab5e80a8ef v0.9 2020-04-06 00:25:54 -04:00
Justin Li ffb301b38c Disable profile when HMD is not the calibration reference, Clear button saves profile 2020-04-06 00:25:18 -04:00
Justin Li 9744585cf0 Merge pull request #17 from direct-configuration 2020-04-05 23:06:43 -04:00
Justin Li 7cf363e315 Reduce duplication and remove dead code 2020-04-05 23:04:45 -04:00
Dj lukis.LT 9c4a906ec0 Also apply calibration to TrackingReference devices
Been running Rift CV1 with Steamvr 2.0 basestations for a while and did not run into any problems so far even when purely on Index. The lighthouse driver station poses update on their (re)initialisation or some speciffic(dynamic recalibration?) cases and not immediately.
2020-04-05 21:07:07 -04:00
Dj lukis.LT d6030195f9 Set ActivateMultipleDrivers flag via API, Increment version
Left old config file method as a renamed launch command
2020-04-05 21:07:07 -04:00
Dj lukis.LT c607fa30c4 Update to OpenVR v1.10.30 2020-04-05 21:06:51 -04:00
Justin Li eebf2877f3 Update README for 0.8 2019-03-03 22:27:23 -05:00
Justin Li 7f60358eac Release v0.8 2019-03-03 15:42:55 -05:00
Justin Li 85c6b3cea4 Add chaperone bounds tool, fix rendering when launched minimized 2019-03-03 15:37:23 -05:00
Justin Li dda68d48b4 Automatically set activateMultipleDrivers to true 2019-03-03 12:28:41 -05:00
Justin Li 5c36f6e909 Add VR overlay, use non-admin writable path for config 2019-03-03 01:03:45 -05:00
Justin Li f112ca6768 Set driver name to lower precedence than InputEmulator 2019-01-04 15:48:39 -05:00
Justin Li a93dac0e28 Add installer 2018-08-08 19:49:29 -04:00
Justin Li 35690d8521 Remove unused dependencies 2018-07-19 22:56:45 -04:00
Justin Li 1bed4afb97 Implement driver hook for pose manipulation 2018-07-19 22:48:54 -04:00
Justin Li 6126280c40 Implement new user interface 2018-07-14 21:04:58 -04:00
Justin Li f8abea143e Add picojson 2018-07-14 20:56:51 -04:00
Justin Li ac16d42d01 Add GLFW, gl3w, and ImGui 2018-07-14 14:01:21 -04:00
Justin Li 5c500af0c6 Fixing the room setup yaw is no longer necessary 2018-06-27 21:21:12 -04:00
Justin Li c908dff357 Use raw tracking universe for calibration 2018-06-27 21:18:40 -04:00
Justin Li 7217b62e29 Add instructions for running a fresh room setup 2018-06-24 10:05:32 -04:00
Justin Li 958136a12c Create LICENSE 2018-06-23 17:44:52 -04:00
Justin Li 92c0e1a0af Remove X axis flip, not required by a standard configuration 2018-06-23 17:41:01 -04:00
Justin Li 963cd26e90 Add SteamVR setup instructions 2018-06-23 16:15:58 -04:00
Justin Li 91e0cd15e1 Fix typo 2018-06-23 14:45:19 -04:00
Justin Li e9f9c63768 Update video link 2018-06-23 14:03:52 -04:00
Justin Li 7d4fc8f3d8 Store calibration in euler angles, fix inverted pitch value 2018-06-23 11:09:49 -04:00
Justin Li 43ec1657c7 Add build instructions 2018-06-23 03:04:45 -04:00
Justin Li 77a0375faf Add usage steps 2018-06-23 02:25:23 -04:00
Justin Li c240db83b1 Initial commit 2018-06-23 00:29:20 -04:00
2399 changed files with 174741 additions and 457639 deletions

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-216
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---
Language: Cpp
BasedOnStyle: WebKit
AccessModifierOffset: -4
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PadOperators: false
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PadOperators: false
AlignEscapedNewlines: Right
AlignOperands: DontAlign
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Kind: Never
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AllowAllArgumentsOnNextLine: true
AllowAllParametersOfDeclarationOnNextLine: true
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AllowShortCaseLabelsOnASingleLine: false
AllowShortEnumsOnASingleLine: true
AllowShortFunctionsOnASingleLine: All
AllowShortIfStatementsOnASingleLine: Never
AllowShortLambdasOnASingleLine: All
AllowShortLoopsOnASingleLine: false
AlwaysBreakAfterDefinitionReturnType: None
AlwaysBreakBeforeMultilineStrings: false
AttributeMacros:
- __capability
BinPackArguments: true
BinPackParameters: true
BitFieldColonSpacing: Both
BraceWrapping:
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SplitEmptyFunction: true
SplitEmptyRecord: true
SplitEmptyNamespace: true
BreakAfterAttributes: Leave
BreakAfterJavaFieldAnnotations: false
BreakArrays: true
BreakBeforeBinaryOperators: All
BreakBeforeBraces: WebKit
BreakBeforeConceptDeclarations: Always
BreakBeforeInlineASMColon: OnlyMultiline
BreakBeforeTernaryOperators: true
BreakConstructorInitializers: BeforeComma
BreakInheritanceList: BeforeColon
BreakStringLiterals: true
ColumnLimit: 0
CommentPragmas: "^ IWYU pragma:"
CompactNamespaces: false
ConstructorInitializerIndentWidth: 4
ContinuationIndentWidth: 4
Cpp11BracedListStyle: false
DerivePointerAlignment: false
DisableFormat: false
EmptyLineAfterAccessModifier: Never
EmptyLineBeforeAccessModifier: LogicalBlock
ExperimentalAutoDetectBinPacking: false
FixNamespaceComments: false
ForEachMacros:
- foreach
- Q_FOREACH
- BOOST_FOREACH
IfMacros:
- KJ_IF_MAYBE
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CaseSensitive: false
IncludeIsMainRegex: (Test)?$
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IndentAccessModifiers: false
IndentCaseBlocks: false
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IndentExternBlock: AfterExternBlock
IndentGotoLabels: true
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IndentRequiresClause: true
IndentWidth: 4
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JavaScriptWrapImports: true
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ObjCBinPackProtocolList: Auto
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SortJavaStaticImport: Before
SortUsingDeclarations: LexicographicNumeric
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SpaceAfterLogicalNot: false
SpaceAfterTemplateKeyword: true
SpaceAroundPointerQualifiers: Default
SpaceBeforeAssignmentOperators: true
SpaceBeforeCaseColon: false
SpaceBeforeCpp11BracedList: true
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-2
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CompileFlags:
CompilationDatabase: "bin"
-10
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@@ -1,10 +0,0 @@
root = true
[*]
end_of_line = crlf
insert_final_newline = true
trim_trailing_whitespace = true
[*.c,*.cc,*.cpp,*.hpp,*.h]
indent_style = space
indent_size = 4
-7
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@@ -1,7 +0,0 @@
* text=auto eol=crlf
*.cpp text eol=crlf
*.cc text eol=crlf
*.c text eol=crlf
*.h text eol=crlf
*.hpp text eol=crlf
*.sh text eol=lf
-2
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@@ -1,2 +0,0 @@
ko_fi: hyblocker
patreon: hekky
-58
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@@ -1,58 +0,0 @@
---
name: Bug report
description: Report an issue with Space Calibrator.
title: '[Bug]: '
labels:
- bug
body:
- type: textarea
attributes:
label: Description
description: A clear and short description of the problem
validations:
required: true
- type: textarea
attributes:
label: Steps to reproduce
description: >-
Provide clear steps to trigger the issue if possible. If you're unsure,
describe what you did prior to it happening and what you tried doing to
solve it.
- type: textarea
attributes:
label: Expected behaviour
description: Describe what you expected to happen
- type: input
attributes:
label: VR headset
description: >-
The VR headset you are using, e.g. Meta Quest 3, Pico 4, Steam Frame,
Samsung Galaxy XR, etc.
placeholder: Meta Quest 3
- type: input
attributes:
label: Connection method
description: >-
How you are connecting your VR headset to your computer, eg Virtual
Desktop, Steam Link, Air Link, Oculus Link Cable.
placeholder: Steam Link
- type: input
attributes:
label: What are you calibrating with?
description: List the trackers you are using here if you're unsure.
placeholder: Vive Tracker 3.0
- type: markdown
attributes:
value: >-
You are advised to also provide logs to help make it easier for me to
troubleshoot your issues. You can go to Space Calibrator -> Settings and
click the [View logs] button to open the folder. Please attach
`log_overlay_latest.log` and `log_driver_latest.log`. Thank you!
---
<!--
If you are having trouble setting this up with SteamVR and would like help, the fastest way is to ask in the Discord group. https://discord.com/invite/m7g2Wyj
If you are having issues after updating SteamVR, please check for a new release at https://github.com/pushrax/OpenVR-SpaceCalibrator/releases before posting an issue.
-->
-10
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---
name: Feature request
about: Suggest an idea for this project
title: ''
labels: enhancement
assignees: ''
---
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-53
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@@ -1,53 +0,0 @@
on:
push:
branches: [ "develop" ]
pull_request:
branches: [ "develop" ]
workflow_dispatch:
env:
BUILD_TYPE: RelWithDebInfo
jobs:
build:
name: Build (${{ matrix.name }})
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
- name: windows-x64
os: windows-2025-vs2026
artifact-name: space-calibrator-win64
- name: linux-x64
os: ubuntu-24.04
container: registry.gitlab.steamos.cloud/steamrt/steamrt4/sdk:latest
artifact-name: space-calibrator-linux-x64
- name: linux-arm64
os: ubuntu-24.04-arm
container: registry.gitlab.steamos.cloud/steamrt/steamrt4/sdk/arm64:latest
artifact-name: space-calibrator-linux-arm64
container: ${{ matrix.container }}
steps:
- uses: actions/checkout@v7
with:
submodules: recursive
- name: Configure CMake
run: cmake -B ./build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}}
- name: Build
run: cmake --build ./build --config ${{env.BUILD_TYPE}}
- name: Upload artifacts
uses: actions/upload-artifact@v7
with:
name: ${{ matrix.artifact-name }}
path: |
./build/artifacts/
./build/driver_01spacecalibrator/
+4 -6
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@@ -4,9 +4,7 @@ ipch
*.opendb
*.aps
*.user
.code
/install/*.exe
[bB]in
[bB]in_linux64
[bB]in_linuxaarch64
[oO]ut
/OpenVR-SpaceCalibrator/x64/
/OpenVR-SpaceCalibratorDriver/x64/
/x64/
/lib/boost*
-39
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@@ -1,39 +0,0 @@
[submodule "vendor/imgui"]
path = vendor/imgui
url = https://github.com/ocornut/imgui
[submodule "vendor/openvr"]
path = vendor/openvr
url = https://github.com/ValveSoftware/openvr
[submodule "vendor/glfw"]
path = vendor/glfw
url = https://github.com/glfw/glfw
[submodule "vendor/minhook"]
path = vendor/minhook
url = https://github.com/TsudaKageyu/minhook
[submodule "vendor/fmt"]
path = vendor/fmt
url = https://github.com/fmtlib/fmt
[submodule "vendor/quill"]
path = vendor/quill
url = https://github.com/odygrd/quill
[submodule "vendor/glaze"]
path = vendor/glaze
url = https://github.com/stephenberry/glaze.git
[submodule "vendor/volk"]
path = vendor/volk
url = https://github.com/zeux/volk.git
[submodule "vendor/Vulkan-Headers"]
path = vendor/Vulkan-Headers
url = https://github.com/KhronosGroup/Vulkan-Headers.git
[submodule "vendor/implot"]
path = vendor/implot
url = https://github.com/epezent/implot
[submodule "vendor/simpleble"]
path = vendor/simpleble
url = https://github.com/simpleble/simpleble
[submodule "vendor/implot3d"]
path = vendor/implot3d
url = git@github.com:brenocq/implot3d.git
[submodule "vendor/zstd"]
path = vendor/zstd
url = https://github.com/facebook/zstd.git
-91
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@@ -1,91 +0,0 @@
cmake_minimum_required (VERSION 3.8)
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# Build directory
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/artifacts)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/artifacts)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/artifacts)
# Function because lazy
function(adjust_bin_paths lib)
set_target_properties(${lib}
PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/artifacts
LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/artifacts
ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/artifacts
)
endfunction()
# windows prefers win8.1 sdk instead of win 10 sdk for some god forsaken reason
if(WIN32)
set(CMAKE_SYSTEM_VERSION 10.0 CACHE STRING "Forcing Win10 SDK" FORCE)
else()
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
endif()
project("SpaceCalibrator")
# 3rd party stuff
add_subdirectory ("vendor")
# warnings for our code
if ("${CMAKE_CXX_COMPILER}" MATCHES "Clang" OR "${CMAKE_C_COMPILER_ID}" STREQUAL "Clang")
# add_compile_options(-Werror=return-type -Wall -Wextra -Wpedantic /MP)
add_compile_options(-Werror=return-type)
elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_C_COMPILER_ID}" STREQUAL "GNU")
# add_compile_options(-Werror=return-type -Wall -Wextra -Wpedantic)
add_compile_options(-Werror=return-type -Wno-psabi)
elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Intel" OR "${CMAKE_C_COMPILER_ID}" STREQUAL "Intel")
# add_compile_options(-Werror=return-type -Wall -Wextra -Wpedantic)
add_compile_options(/Qdiag-error-return)
elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC" OR "${CMAKE_C_COMPILER_ID}" STREQUAL "MSVC")
add_compile_options(
# treat warnings as errors
/we4715 # not all control paths return a value
/we4828 # disallow invalid characters
# prinf-like functions: format mismatch
/we4473 # : not enough arguments passed for format string
/we4474 # : too many arguments passed for format string
/we4475 # : length modifier cannot be used with type field character in format specifier
/we4476 # : unknown type field character in format specifier
/we4477 # : format string requires an argument of type , but variadic argument has type
/we4478 # : positional and non-positional placeholders cannot be mixed in the same format string
/we4775 # nonstandard extension used in format string of function
/we4776 # % is not allowed in the format string of function
/we4777 # : format string requires an argument of type , but variadic argument has type
/we4778 # : unterminated format string
# macro arg mismatch
/we4002 # too many actual parameters for macro 'identifier'
/we4003 # not enough actual parameters for macro 'identifier'
/Zc:threadSafeInit- # https://connect.microsoft.com/VisualStudio/feedback/details/1789709/visual-c-2015-runtime-broken-on-windows-server-2003-c-11-magic-statics
/MP # multiprocessor compilation
/utf-8 # utf-8 source & exec
/GF) # eliminate duplicate strings
endif()
# Match SteamVR build flags on MSVC
if(MSVC)
add_compile_options(/guard:cf /GS)
add_link_options("/GUARD:CF")
add_compile_options($<$<CONFIG:Release>:/Ot> $<$<CONFIG:Release>:/Oi> $<$<CONFIG:Release>:/Gy>)
endif()
# force relative RPATH for linux so that shared objects may be found relative to the binary (fixes Steam launch)
if (UNIX AND NOT APPLE)
SET(CMAKE_SKIP_BUILD_RPATH FALSE)
SET(CMAKE_BUILD_WITH_INSTALL_RPATH FALSE)
SET(CMAKE_INSTALL_RPATH "")
SET(CMAKE_INSTALL_RPATH_USE_LINK_PATH FALSE)
SET(CMAKE_BUILD_RPATH_USE_ORIGIN TRUE)
endif()
# add editorconfig to vcxprojs
if (WIN32)
add_custom_target(FormattingRules SOURCES "${CMAKE_SOURCE_DIR}/.editorconfig" "${CMAKE_SOURCE_DIR}/.clang-format")
set_property(TARGET FormattingRules PROPERTY FOLDER "Solution Items")
endif()
# Include project
add_subdirectory ("src")
-48
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@@ -1,48 +0,0 @@
{
"configurations": [
{
"name": "x64-Debug",
"generator": "Ninja",
"configurationType": "Debug",
"inheritEnvironments": [ "msvc_x64_x64" ],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
},
{
"name": "x64-Release",
"generator": "Ninja",
"configurationType": "RelWithDebInfo",
"inheritEnvironments": [ "msvc_x64_x64" ],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
},
{
"name": "x64-Clang-Debug",
"generator": "Ninja",
"configurationType": "Debug",
"inheritEnvironments": [ "clang_cl_x64_x64" ],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
},
{
"name": "x64-Clang-Release",
"generator": "Ninja",
"configurationType": "RelWithDebInfo",
"inheritEnvironments": [ "clang_cl_x64_x64" ],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
}
]
}
-2
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@@ -1,2 +0,0 @@
@ECHO OFF
cmake -G "Visual Studio 17 2022" -A x64 -B bin -S .
+1 -844
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@@ -1,9 +1,6 @@
== Space Calibrator ==
MIT License
Copyright (c) 2023-2026 Hyblocker and other contributors
Copyright (c) 2020-2022 Justin Li and other contributors
Copyright (c) 2020 Justin Li
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
@@ -22,843 +19,3 @@ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
This software also includes components licensed as follows:
== MinHook ==
MinHook - The Minimalistic API Hooking Library for x64/x86
Copyright (C) 2009-2017 Tsuda Kageyu.
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
================================================================================
Portions of this software are Copyright (c) 2008-2009, Vyacheslav Patkov.
================================================================================
Hacker Disassembler Engine 32 C
Copyright (c) 2008-2009, Vyacheslav Patkov.
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
Hacker Disassembler Engine 64 C
Copyright (c) 2008-2009, Vyacheslav Patkov.
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
== ImGui ==
The MIT License (MIT)
Copyright (c) 2014-2026 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
== ImPlot ==
MIT License
Copyright (c) 2020-2024 Evan Pezent
Copyright (c) 2025-2026 Breno Cunha Queiroz
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
== glfw ==
Copyright (c) 2002-2006 Marcus Geelnard
Copyright (c) 2006-2019 Camilla Löwy
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would
be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
== glad ==
The glad source code:
The MIT License (MIT)
Copyright (c) 2013-2022 David Herberth
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
The Khronos Specifications:
Copyright (c) 2013-2020 The Khronos Group Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
The EGL Specification and various headers:
Copyright (c) 2007-2016 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and/or associated documentation files (the
"Materials"), to deal in the Materials without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Materials, and to
permit persons to whom the Materials are furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Materials.
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
== Eigen ==
Portions copyrighted by many parties; see source code for names.
(The upstream distribution does not provide any single listing)
This application uses only the MPL-2.0 licensed components of Eigen.
Mozilla Public License Version 2.0
==================================
1. Definitions
--------------
1.1. "Contributor"
means each individual or legal entity that creates, contributes to
the creation of, or owns Covered Software.
1.2. "Contributor Version"
means the combination of the Contributions of others (if any) used
by a Contributor and that particular Contributor's Contribution.
1.3. "Contribution"
means Covered Software of a particular Contributor.
1.4. "Covered Software"
means Source Code Form to which the initial Contributor has attached
the notice in Exhibit A, the Executable Form of such Source Code
Form, and Modifications of such Source Code Form, in each case
including portions thereof.
1.5. "Incompatible With Secondary Licenses"
means
(a) that the initial Contributor has attached the notice described
in Exhibit B to the Covered Software; or
(b) that the Covered Software was made available under the terms of
version 1.1 or earlier of the License, but not also under the
terms of a Secondary License.
1.6. "Executable Form"
means any form of the work other than Source Code Form.
1.7. "Larger Work"
means a work that combines Covered Software with other material, in
a separate file or files, that is not Covered Software.
1.8. "License"
means this document.
1.9. "Licensable"
means having the right to grant, to the maximum extent possible,
whether at the time of the initial grant or subsequently, any and
all of the rights conveyed by this License.
1.10. "Modifications"
means any of the following:
(a) any file in Source Code Form that results from an addition to,
deletion from, or modification of the contents of Covered
Software; or
(b) any new file in Source Code Form that contains any Covered
Software.
1.11. "Patent Claims" of a Contributor
means any patent claim(s), including without limitation, method,
process, and apparatus claims, in any patent Licensable by such
Contributor that would be infringed, but for the grant of the
License, by the making, using, selling, offering for sale, having
made, import, or transfer of either its Contributions or its
Contributor Version.
1.12. "Secondary License"
means either the GNU General Public License, Version 2.0, the GNU
Lesser General Public License, Version 2.1, the GNU Affero General
Public License, Version 3.0, or any later versions of those
licenses.
1.13. "Source Code Form"
means the form of the work preferred for making modifications.
1.14. "You" (or "Your")
means an individual or a legal entity exercising rights under this
License. For legal entities, "You" includes any entity that
controls, is controlled by, or is under common control with You. For
purposes of this definition, "control" means (a) the power, direct
or indirect, to cause the direction or management of such entity,
whether by contract or otherwise, or (b) ownership of more than
fifty percent (50%) of the outstanding shares or beneficial
ownership of such entity.
2. License Grants and Conditions
--------------------------------
2.1. Grants
Each Contributor hereby grants You a world-wide, royalty-free,
non-exclusive license:
(a) under intellectual property rights (other than patent or trademark)
Licensable by such Contributor to use, reproduce, make available,
modify, display, perform, distribute, and otherwise exploit its
Contributions, either on an unmodified basis, with Modifications, or
as part of a Larger Work; and
(b) under Patent Claims of such Contributor to make, use, sell, offer
for sale, have made, import, and otherwise transfer either its
Contributions or its Contributor Version.
2.2. Effective Date
The licenses granted in Section 2.1 with respect to any Contribution
become effective for each Contribution on the date the Contributor first
distributes such Contribution.
2.3. Limitations on Grant Scope
The licenses granted in this Section 2 are the only rights granted under
this License. No additional rights or licenses will be implied from the
distribution or licensing of Covered Software under this License.
Notwithstanding Section 2.1(b) above, no patent license is granted by a
Contributor:
(a) for any code that a Contributor has removed from Covered Software;
or
(b) for infringements caused by: (i) Your and any other third party's
modifications of Covered Software, or (ii) the combination of its
Contributions with other software (except as part of its Contributor
Version); or
(c) under Patent Claims infringed by Covered Software in the absence of
its Contributions.
This License does not grant any rights in the trademarks, service marks,
or logos of any Contributor (except as may be necessary to comply with
the notice requirements in Section 3.4).
2.4. Subsequent Licenses
No Contributor makes additional grants as a result of Your choice to
distribute the Covered Software under a subsequent version of this
License (see Section 10.2) or under the terms of a Secondary License (if
permitted under the terms of Section 3.3).
2.5. Representation
Each Contributor represents that the Contributor believes its
Contributions are its original creation(s) or it has sufficient rights
to grant the rights to its Contributions conveyed by this License.
2.6. Fair Use
This License is not intended to limit any rights You have under
applicable copyright doctrines of fair use, fair dealing, or other
equivalents.
2.7. Conditions
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
in Section 2.1.
3. Responsibilities
-------------------
3.1. Distribution of Source Form
All distribution of Covered Software in Source Code Form, including any
Modifications that You create or to which You contribute, must be under
the terms of this License. You must inform recipients that the Source
Code Form of the Covered Software is governed by the terms of this
License, and how they can obtain a copy of this License. You may not
attempt to alter or restrict the recipients' rights in the Source Code
Form.
3.2. Distribution of Executable Form
If You distribute Covered Software in Executable Form then:
(a) such Covered Software must also be made available in Source Code
Form, as described in Section 3.1, and You must inform recipients of
the Executable Form how they can obtain a copy of such Source Code
Form by reasonable means in a timely manner, at a charge no more
than the cost of distribution to the recipient; and
(b) You may distribute such Executable Form under the terms of this
License, or sublicense it under different terms, provided that the
license for the Executable Form does not attempt to limit or alter
the recipients' rights in the Source Code Form under this License.
3.3. Distribution of a Larger Work
You may create and distribute a Larger Work under terms of Your choice,
provided that You also comply with the requirements of this License for
the Covered Software. If the Larger Work is a combination of Covered
Software with a work governed by one or more Secondary Licenses, and the
Covered Software is not Incompatible With Secondary Licenses, this
License permits You to additionally distribute such Covered Software
under the terms of such Secondary License(s), so that the recipient of
the Larger Work may, at their option, further distribute the Covered
Software under the terms of either this License or such Secondary
License(s).
3.4. Notices
You may not remove or alter the substance of any license notices
(including copyright notices, patent notices, disclaimers of warranty,
or limitations of liability) contained within the Source Code Form of
the Covered Software, except that You may alter any license notices to
the extent required to remedy known factual inaccuracies.
3.5. Application of Additional Terms
You may choose to offer, and to charge a fee for, warranty, support,
indemnity or liability obligations to one or more recipients of Covered
Software. However, You may do so only on Your own behalf, and not on
behalf of any Contributor. You must make it absolutely clear that any
such warranty, support, indemnity, or liability obligation is offered by
You alone, and You hereby agree to indemnify every Contributor for any
liability incurred by such Contributor as a result of warranty, support,
indemnity or liability terms You offer. You may include additional
disclaimers of warranty and limitations of liability specific to any
jurisdiction.
4. Inability to Comply Due to Statute or Regulation
---------------------------------------------------
If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Covered Software due to
statute, judicial order, or regulation then You must: (a) comply with
the terms of this License to the maximum extent possible; and (b)
describe the limitations and the code they affect. Such description must
be placed in a text file included with all distributions of the Covered
Software under this License. Except to the extent prohibited by statute
or regulation, such description must be sufficiently detailed for a
recipient of ordinary skill to be able to understand it.
5. Termination
--------------
5.1. The rights granted under this License will terminate automatically
if You fail to comply with any of its terms. However, if You become
compliant, then the rights granted under this License from a particular
Contributor are reinstated (a) provisionally, unless and until such
Contributor explicitly and finally terminates Your grants, and (b) on an
ongoing basis, if such Contributor fails to notify You of the
non-compliance by some reasonable means prior to 60 days after You have
come back into compliance. Moreover, Your grants from a particular
Contributor are reinstated on an ongoing basis if such Contributor
notifies You of the non-compliance by some reasonable means, this is the
first time You have received notice of non-compliance with this License
from such Contributor, and You become compliant prior to 30 days after
Your receipt of the notice.
5.2. If You initiate litigation against any entity by asserting a patent
infringement claim (excluding declaratory judgment actions,
counter-claims, and cross-claims) alleging that a Contributor Version
directly or indirectly infringes any patent, then the rights granted to
You by any and all Contributors for the Covered Software under Section
2.1 of this License shall terminate.
5.3. In the event of termination under Sections 5.1 or 5.2 above, all
end user license agreements (excluding distributors and resellers) which
have been validly granted by You or Your distributors under this License
prior to termination shall survive termination.
************************************************************************
* *
* 6. Disclaimer of Warranty *
* ------------------------- *
* *
* Covered Software is provided under this License on an "as is" *
* basis, without warranty of any kind, either expressed, implied, or *
* statutory, including, without limitation, warranties that the *
* Covered Software is free of defects, merchantable, fit for a *
* particular purpose or non-infringing. The entire risk as to the *
* quality and performance of the Covered Software is with You. *
* Should any Covered Software prove defective in any respect, You *
* (not any Contributor) assume the cost of any necessary servicing, *
* repair, or correction. This disclaimer of warranty constitutes an *
* essential part of this License. No use of any Covered Software is *
* authorized under this License except under this disclaimer. *
* *
************************************************************************
************************************************************************
* *
* 7. Limitation of Liability *
* -------------------------- *
* *
* Under no circumstances and under no legal theory, whether tort *
* (including negligence), contract, or otherwise, shall any *
* Contributor, or anyone who distributes Covered Software as *
* permitted above, be liable to You for any direct, indirect, *
* special, incidental, or consequential damages of any character *
* including, without limitation, damages for lost profits, loss of *
* goodwill, work stoppage, computer failure or malfunction, or any *
* and all other commercial damages or losses, even if such party *
* shall have been informed of the possibility of such damages. This *
* limitation of liability shall not apply to liability for death or *
* personal injury resulting from such party's negligence to the *
* extent applicable law prohibits such limitation. Some *
* jurisdictions do not allow the exclusion or limitation of *
* incidental or consequential damages, so this exclusion and *
* limitation may not apply to You. *
* *
************************************************************************
8. Litigation
-------------
Any litigation relating to this License may be brought only in the
courts of a jurisdiction where the defendant maintains its principal
place of business and such litigation shall be governed by laws of that
jurisdiction, without reference to its conflict-of-law provisions.
Nothing in this Section shall prevent a party's ability to bring
cross-claims or counter-claims.
9. Miscellaneous
----------------
This License represents the complete agreement concerning the subject
matter hereof. If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable. Any law or regulation which provides
that the language of a contract shall be construed against the drafter
shall not be used to construe this License against a Contributor.
10. Versions of the License
---------------------------
10.1. New Versions
Mozilla Foundation is the license steward. Except as provided in Section
10.3, no one other than the license steward has the right to modify or
publish new versions of this License. Each version will be given a
distinguishing version number.
10.2. Effect of New Versions
You may distribute the Covered Software under the terms of the version
of the License under which You originally received the Covered Software,
or under the terms of any subsequent version published by the license
steward.
10.3. Modified Versions
If you create software not governed by this License, and you want to
create a new license for such software, you may create and use a
modified version of this License if you rename the license and remove
any references to the name of the license steward (except to note that
such modified license differs from this License).
10.4. Distributing Source Code Form that is Incompatible With Secondary
Licenses
If You choose to distribute Source Code Form that is Incompatible With
Secondary Licenses under the terms of this version of the License, the
notice described in Exhibit B of this License must be attached.
Exhibit A - Source Code Form License Notice
-------------------------------------------
This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this
file, You can obtain one at http://mozilla.org/MPL/2.0/.
If it is not possible or desirable to put the notice in a particular
file, then You may include the notice in a location (such as a LICENSE
file in a relevant directory) where a recipient would be likely to look
for such a notice.
You may add additional accurate notices of copyright ownership.
Exhibit B - "Incompatible With Secondary Licenses" Notice
---------------------------------------------------------
This Source Code Form is "Incompatible With Secondary Licenses", as
defined by the Mozilla Public License, v. 2.0.
== SimpleBLE ==
Official builds include SimpleBLE under a commercial license granted to Hyblocker. That license doesn’t
cover forks. SimpleBLE itself is under BSL 1.1 — use that (or get your own commercial license) if you
build/fork from source.
# SimpleBLE Commercial License Agreement
Please [email us](mailto:contact@simpleble.org) or [leave us a message on our website](https://www.simpleble.org/contact?utm_source=github&utm_medium=referral&utm_campaign=simpleble_license) if you would like to purchase a commercial license or would like more information.
-------------------------------------------------------------------------------
# Business Source License 1.1
License text copyright © 2017 MariaDB Corporation Ab, All Rights Reserved. "Business Source License"
is a trademark of MariaDB Corporation Ab.
## Terms
The Licensor hereby grants you the right to copy, modify, create derivative works, redistribute, and
make non-production use of the Licensed Work. The Licensor may make an Additional Use Grant, above,
permitting limited production use.
Effective on the Change Date, or the fourth anniversary of the first publicly available distribution
of a specific version of the Licensed Work under this License, whichever comes first, the Licensor
hereby grants you rights under the terms of the Change License, and the rights granted in the
paragraph above terminate.
If your use of the Licensed Work does not comply with the requirements currently in effect as
described in this License, you must purchase a commercial license from the Licensor, its affiliated
entities, or authorized resellers, or you must refrain from using the Licensed Work.
All copies of the original and modified Licensed Work, and derivative works of the Licensed Work, are
subject to this License. This License applies separately for each version of the Licensed Work and
the Change Date may vary for each version of the Licensed Work released by Licensor.
You must conspicuously display this License on each original or modified copy of the Licensed Work.
If you receive the Licensed Work in original or modified form from a third party, the terms and
conditions set forth in this License apply to your use of that work.
Any use of the Licensed Work in violation of this License will automatically terminate your rights
under this License for the current and all other versions of the Licensed Work.
This License does not grant you any right in any trademark or logo of Licensor or its affiliates
(provided that you may use a trademark or logo of Licensor as expressly required by this License).
TO THE EXTENT PERMITTED BY APPLICABLE LAW, THE LICENSED WORK IS PROVIDED ON AN "AS IS" BASIS. LICENSOR
HEREBY DISCLAIMS ALL WARRANTIES AND CONDITIONS, EXPRESS OR IMPLIED, INCLUDING (WITHOUT LIMITATION)
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, NON-INFRINGEMENT, AND TITLE.
== glaze ==
MIT License
Copyright (c) 2019 - present, Stephen Berry
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
== quill ==
MIT License
Copyright (c) 2020 - present, Odysseas Georgoudis
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
== fmt ==
Copyright (c) 2012 - present, Victor Zverovich and {fmt} contributors
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
== volk ==
Copyright (c) 2018-2026 Arseny Kapoulkine
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
== Vulkan-Headers ==
MIT License
Copyright (c) 2015-2023 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
== IconFontCppHeaders ==
Copyright (c) 2017 Juliette Foucaut and Doug Binks
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
== implot3d ==
MIT License
Copyright (c) 2024-2026 Breno Cunha Queiroz
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
== zstd ==
BSD License
For Zstandard software
Copyright (c) Meta Platforms, Inc. and affiliates. All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name Facebook, nor Meta, nor the names of its contributors may
be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-18
View File
@@ -1,18 +0,0 @@
#!/usr/bin/env bash
SCRIPT_DIR=$(cd "$(dirname "$0")" && pwd)
ARCH=$(uname -m)
if [ "$ARCH" = "x86_64" ]; then
exec "$SCRIPT_DIR/SpaceCalibratorx64" "$@"
elif [ "$ARCH" = "aarch64" ] || [ "$ARCH" = "arm64" ]; then
if [ -e "$SCRIPT_DIR/SpaceCalibratorArm64" ]; then
exec "$SCRIPT_DIR/SpaceCalibratorArm64" "$@"
else
echo "SpaceCalibrator: aarch64 binary missing, falling back to x64..."
exec "$SCRIPT_DIR/SpaceCalibratorx64" "$@"
fi
else
echo "SpaceCalibrator: Unsupported architecture $ARCH"
exit 1
fi
-1
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@@ -1 +0,0 @@
You may find the source code of this program at https://github.com/hyblocker/OpenVR-SpaceCalibrator . You should also have a LICENSE file alongside this one.
+28
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@@ -0,0 +1,28 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OpenVR-SpaceCalibrator", "OpenVR-SpaceCalibrator\OpenVR-SpaceCalibrator.vcxproj", "{63BAE169-D595-4464-8E7E-50D6FD379348}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OpenVR-SpaceCalibratorDriver", "OpenVR-SpaceCalibratorDriver\OpenVR-SpaceCalibratorDriver.vcxproj", "{A61324AD-CE32-46D1-A95E-7E28A6D8CCA7}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{63BAE169-D595-4464-8E7E-50D6FD379348}.Debug|x64.ActiveCfg = Debug|x64
{63BAE169-D595-4464-8E7E-50D6FD379348}.Debug|x64.Build.0 = Debug|x64
{63BAE169-D595-4464-8E7E-50D6FD379348}.Release|x64.ActiveCfg = Release|x64
{63BAE169-D595-4464-8E7E-50D6FD379348}.Release|x64.Build.0 = Release|x64
{A61324AD-CE32-46D1-A95E-7E28A6D8CCA7}.Debug|x64.ActiveCfg = Debug|x64
{A61324AD-CE32-46D1-A95E-7E28A6D8CCA7}.Debug|x64.Build.0 = Debug|x64
{A61324AD-CE32-46D1-A95E-7E28A6D8CCA7}.Release|x64.ActiveCfg = Release|x64
{A61324AD-CE32-46D1-A95E-7E28A6D8CCA7}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
+510
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@@ -0,0 +1,510 @@
#include "stdafx.h"
#include "Calibration.h"
#include "Configuration.h"
#include "IPCClient.h"
#include <string>
#include <vector>
#include <iostream>
#include <Eigen/Dense>
static IPCClient Driver;
CalibrationContext CalCtx;
void InitCalibrator()
{
Driver.Connect();
}
struct Pose
{
Eigen::Matrix3d rot;
Eigen::Vector3d trans;
Pose() { }
Pose(vr::HmdMatrix34_t hmdMatrix)
{
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
rot(i,j) = hmdMatrix.m[i][j];
}
}
trans = Eigen::Vector3d(hmdMatrix.m[0][3], hmdMatrix.m[1][3], hmdMatrix.m[2][3]);
}
Pose(double x, double y, double z) : trans(Eigen::Vector3d(x,y,z)) { }
};
struct Sample
{
Pose ref, target;
bool valid;
Sample() : valid(false) { }
Sample(Pose ref, Pose target) : valid(true), ref(ref), target(target) { }
};
struct DSample
{
bool valid;
Eigen::Vector3d ref, target;
};
bool StartsWith(const std::string &str, const std::string &prefix)
{
if (str.length() < prefix.length())
return false;
return str.compare(0, prefix.length(), prefix) == 0;
}
bool EndsWith(const std::string &str, const std::string &suffix)
{
if (str.length() < suffix.length())
return false;
return str.compare(str.length() - suffix.length(), suffix.length(), suffix) == 0;
}
Eigen::Vector3d AxisFromRotationMatrix3(Eigen::Matrix3d rot)
{
return Eigen::Vector3d(rot(2,1) - rot(1,2), rot(0,2) - rot(2,0), rot(1,0) - rot(0,1));
}
double AngleFromRotationMatrix3(Eigen::Matrix3d rot)
{
return acos((rot(0,0) + rot(1,1) + rot(2,2) - 1.0) / 2.0);
}
DSample DeltaRotationSamples(Sample s1, Sample s2)
{
// Difference in rotation between samples.
auto dref = s1.ref.rot * s2.ref.rot.transpose();
auto dtarget = s1.target.rot * s2.target.rot.transpose();
// When stuck together, the two tracked objects rotate as a pair,
// therefore their axes of rotation must be equal between any given pair of samples.
DSample ds;
ds.ref = AxisFromRotationMatrix3(dref);
ds.target = AxisFromRotationMatrix3(dtarget);
// Reject samples that were too close to each other.
auto refA = AngleFromRotationMatrix3(dref);
auto targetA = AngleFromRotationMatrix3(dtarget);
ds.valid = refA > 0.4 && targetA > 0.4 && ds.ref.norm() > 0.01 && ds.target.norm() > 0.01;
ds.ref.normalize();
ds.target.normalize();
return ds;
}
Eigen::Vector3d CalibrateRotation(const std::vector<Sample> &samples)
{
std::vector<DSample> deltas;
for (size_t i = 0; i < samples.size(); i++)
{
for (size_t j = 0; j < i; j++)
{
auto delta = DeltaRotationSamples(samples[i], samples[j]);
if (delta.valid)
deltas.push_back(delta);
}
}
char buf[256];
snprintf(buf, sizeof buf, "Got %zd samples with %zd delta samples\n", samples.size(), deltas.size());
CalCtx.Log(buf);
// Kabsch algorithm
Eigen::MatrixXd refPoints(deltas.size(), 3), targetPoints(deltas.size(), 3);
Eigen::Vector3d refCentroid(0,0,0), targetCentroid(0,0,0);
for (size_t i = 0; i < deltas.size(); i++)
{
refPoints.row(i) = deltas[i].ref;
refCentroid += deltas[i].ref;
targetPoints.row(i) = deltas[i].target;
targetCentroid += deltas[i].target;
}
refCentroid /= (double) deltas.size();
targetCentroid /= (double) deltas.size();
for (size_t i = 0; i < deltas.size(); i++)
{
refPoints.row(i) -= refCentroid;
targetPoints.row(i) -= targetCentroid;
}
auto crossCV = refPoints.transpose() * targetPoints;
Eigen::BDCSVD<Eigen::MatrixXd> bdcsvd;
auto svd = bdcsvd.compute(crossCV, Eigen::ComputeThinU | Eigen::ComputeThinV);
Eigen::Matrix3d i = Eigen::Matrix3d::Identity();
if ((svd.matrixU() * svd.matrixV().transpose()).determinant() < 0)
{
i(2,2) = -1;
}
Eigen::Matrix3d rot = svd.matrixV() * i * svd.matrixU().transpose();
rot.transposeInPlace();
Eigen::Vector3d euler = rot.eulerAngles(2, 1, 0) * 180.0 / EIGEN_PI;
snprintf(buf, sizeof buf, "Calibrated rotation: yaw=%.2f pitch=%.2f roll=%.2f\n", euler[1], euler[2], euler[0]);
CalCtx.Log(buf);
return euler;
}
Eigen::Vector3d CalibrateTranslation(const std::vector<Sample> &samples)
{
std::vector<std::pair<Eigen::Vector3d, Eigen::Matrix3d>> deltas;
for (size_t i = 0; i < samples.size(); i++)
{
for (size_t j = 0; j < i; j++)
{
auto QAi = samples[i].ref.rot.transpose();
auto QAj = samples[j].ref.rot.transpose();
auto dQA = QAj - QAi;
auto CA = QAj * (samples[j].ref.trans - samples[j].target.trans) - QAi * (samples[i].ref.trans - samples[i].target.trans);
deltas.push_back(std::make_pair(CA, dQA));
auto QBi = samples[i].target.rot.transpose();
auto QBj = samples[j].target.rot.transpose();
auto dQB = QBj - QBi;
auto CB = QBj * (samples[j].ref.trans - samples[j].target.trans) - QBi * (samples[i].ref.trans - samples[i].target.trans);
deltas.push_back(std::make_pair(CB, dQB));
}
}
Eigen::VectorXd constants(deltas.size() * 3);
Eigen::MatrixXd coefficients(deltas.size() * 3, 3);
for (size_t i = 0; i < deltas.size(); i++)
{
for (int axis = 0; axis < 3; axis++)
{
constants(i * 3 + axis) = deltas[i].first(axis);
coefficients.row(i * 3 + axis) = deltas[i].second.row(axis);
}
}
Eigen::Vector3d trans = coefficients.bdcSvd(Eigen::ComputeThinU | Eigen::ComputeThinV).solve(constants);
auto transcm = trans * 100.0;
char buf[256];
snprintf(buf, sizeof buf, "Calibrated translation x=%.2f y=%.2f z=%.2f\n", transcm[0], transcm[1], transcm[2]);
CalCtx.Log(buf);
return transcm;
}
Sample CollectSample(const CalibrationContext &ctx)
{
vr::TrackedDevicePose_t reference, target;
reference.bPoseIsValid = false;
target.bPoseIsValid = false;
reference = ctx.devicePoses[ctx.referenceID];
target = ctx.devicePoses[ctx.targetID];
bool ok = true;
if (!reference.bPoseIsValid)
{
CalCtx.Log("Reference device is not tracking\n"); ok = false;
}
if (!target.bPoseIsValid)
{
CalCtx.Log("Target device is not tracking\n"); ok = false;
}
if (!ok)
{
CalCtx.Log("Aborting calibration!\n");
CalCtx.state = CalibrationState::None;
return Sample();
}
return Sample(
Pose(reference.mDeviceToAbsoluteTracking),
Pose(target.mDeviceToAbsoluteTracking)
);
}
vr::HmdQuaternion_t VRRotationQuat(Eigen::Vector3d eulerdeg)
{
auto euler = eulerdeg * EIGEN_PI / 180.0;
Eigen::Quaterniond rotQuat =
Eigen::AngleAxisd(euler(0), Eigen::Vector3d::UnitZ()) *
Eigen::AngleAxisd(euler(1), Eigen::Vector3d::UnitY()) *
Eigen::AngleAxisd(euler(2), Eigen::Vector3d::UnitX());
vr::HmdQuaternion_t vrRotQuat;
vrRotQuat.x = rotQuat.coeffs()[0];
vrRotQuat.y = rotQuat.coeffs()[1];
vrRotQuat.z = rotQuat.coeffs()[2];
vrRotQuat.w = rotQuat.coeffs()[3];
return vrRotQuat;
}
vr::HmdVector3d_t VRTranslationVec(Eigen::Vector3d transcm)
{
auto trans = transcm * 0.01;
vr::HmdVector3d_t vrTrans;
vrTrans.v[0] = trans[0];
vrTrans.v[1] = trans[1];
vrTrans.v[2] = trans[2];
return vrTrans;
}
void ResetAndDisableOffsets(uint32_t id)
{
vr::HmdVector3d_t zeroV;
zeroV.v[0] = zeroV.v[1] = zeroV.v[2] = 0;
vr::HmdQuaternion_t zeroQ;
zeroQ.x = 0; zeroQ.y = 0; zeroQ.z = 0; zeroQ.w = 1;
protocol::Request req(protocol::RequestSetDeviceTransform);
req.setDeviceTransform = { id, false, zeroV, zeroQ };
Driver.SendBlocking(req);
}
static_assert(vr::k_unTrackedDeviceIndex_Hmd == 0, "HMD index expected to be 0");
void ScanAndApplyProfile(CalibrationContext &ctx)
{
char buffer[vr::k_unMaxPropertyStringSize];
ctx.enabled = ctx.validProfile;
for (uint32_t id = 0; id < vr::k_unMaxTrackedDeviceCount; ++id)
{
auto deviceClass = vr::VRSystem()->GetTrackedDeviceClass(id);
if (deviceClass == vr::TrackedDeviceClass_Invalid)
continue;
/*if (deviceClass == vr::TrackedDeviceClass_HMD) // for debugging unexpected universe switches
{
vr::ETrackedPropertyError err = vr::TrackedProp_Success;
auto universeId = vr::VRSystem()->GetUint64TrackedDeviceProperty(id, vr::Prop_CurrentUniverseId_Uint64, &err);
printf("uid %d err %d\n", universeId, err);
ResetAndDisableOffsets(id);
continue;
}*/
if (!ctx.enabled)
{
ResetAndDisableOffsets(id);
continue;
}
vr::ETrackedPropertyError err = vr::TrackedProp_Success;
vr::VRSystem()->GetStringTrackedDeviceProperty(id, vr::Prop_TrackingSystemName_String, buffer, vr::k_unMaxPropertyStringSize, &err);
if (err != vr::TrackedProp_Success)
{
ResetAndDisableOffsets(id);
continue;
}
std::string trackingSystem(buffer);
if (id == vr::k_unTrackedDeviceIndex_Hmd)
{
//auto p = ctx.devicePoses[id].mDeviceToAbsoluteTracking.m;
//printf("HMD %d: %f %f %f\n", id, p[0][3], p[1][3], p[2][3]);
if (trackingSystem != ctx.referenceTrackingSystem)
{
// Currently using an HMD with a different tracking system than the calibration.
ctx.enabled = false;
}
ResetAndDisableOffsets(id);
continue;
}
if (trackingSystem != ctx.targetTrackingSystem)
{
ResetAndDisableOffsets(id);
continue;
}
protocol::Request req(protocol::RequestSetDeviceTransform);
req.setDeviceTransform = {
id,
true,
VRTranslationVec(ctx.calibratedTranslation),
VRRotationQuat(ctx.calibratedRotation)
};
Driver.SendBlocking(req);
}
if (ctx.enabled && ctx.chaperone.valid && ctx.chaperone.autoApply)
{
uint32_t quadCount = 0;
vr::VRChaperoneSetup()->GetLiveCollisionBoundsInfo(nullptr, &quadCount);
// Heuristic: when SteamVR resets to a blank-ish chaperone, it uses empty geometry,
// but manual adjustments (e.g. via a play space mover) will not touch geometry.
if (quadCount != ctx.chaperone.geometry.size())
{
ApplyChaperoneBounds();
}
}
}
void StartCalibration()
{
CalCtx.state = CalibrationState::Begin;
CalCtx.wantedUpdateInterval = 0.0;
CalCtx.messages.clear();
}
void CalibrationTick(double time)
{
if (!vr::VRSystem())
return;
auto &ctx = CalCtx;
if ((time - ctx.timeLastTick) < 0.05)
return;
ctx.timeLastTick = time;
vr::VRSystem()->GetDeviceToAbsoluteTrackingPose(vr::TrackingUniverseRawAndUncalibrated, 0.0f, ctx.devicePoses, vr::k_unMaxTrackedDeviceCount);
if (ctx.state == CalibrationState::None)
{
ctx.wantedUpdateInterval = 1.0;
if ((time - ctx.timeLastScan) >= 1.0)
{
ScanAndApplyProfile(ctx);
ctx.timeLastScan = time;
}
return;
}
if (ctx.state == CalibrationState::Editing)
{
ctx.wantedUpdateInterval = 0.1;
if ((time - ctx.timeLastScan) >= 0.1)
{
ScanAndApplyProfile(ctx);
ctx.timeLastScan = time;
}
return;
}
if (ctx.state == CalibrationState::Begin)
{
bool ok = true;
if (ctx.referenceID == -1)
{
CalCtx.Log("Missing reference device\n"); ok = false;
}
else if (!ctx.devicePoses[ctx.referenceID].bPoseIsValid)
{
CalCtx.Log("Reference device is not tracking\n"); ok = false;
}
if (ctx.targetID == -1)
{
CalCtx.Log("Missing target device\n"); ok = false;
}
else if (!ctx.devicePoses[ctx.targetID].bPoseIsValid)
{
CalCtx.Log("Target device is not tracking\n"); ok = false;
}
if (!ok)
{
ctx.state = CalibrationState::None;
CalCtx.Log("Aborting calibration!\n");
return;
}
ResetAndDisableOffsets(ctx.targetID);
ctx.state = CalibrationState::Rotation;
ctx.wantedUpdateInterval = 0.0;
char buf[256];
snprintf(buf, sizeof buf, "Starting calibration, referenceID=%d targetID=%d\n", ctx.referenceID, ctx.targetID);
CalCtx.Log(buf);
return;
}
auto sample = CollectSample(ctx);
if (!sample.valid)
{
return;
}
static std::vector<Sample> samples;
samples.push_back(sample);
CalCtx.Progress(samples.size(), CalCtx.SampleCount());
if (samples.size() == CalCtx.SampleCount())
{
CalCtx.Log("\n");
if (ctx.state == CalibrationState::Rotation)
{
ctx.calibratedRotation = CalibrateRotation(samples);
auto vrRotQuat = VRRotationQuat(ctx.calibratedRotation);
protocol::Request req(protocol::RequestSetDeviceTransform);
req.setDeviceTransform = { ctx.targetID, true, vrRotQuat };
Driver.SendBlocking(req);
ctx.state = CalibrationState::Translation;
}
else if (ctx.state == CalibrationState::Translation)
{
ctx.calibratedTranslation = CalibrateTranslation(samples);
auto vrTrans = VRTranslationVec(ctx.calibratedTranslation);
protocol::Request req(protocol::RequestSetDeviceTransform);
req.setDeviceTransform = { ctx.targetID, true, vrTrans };
Driver.SendBlocking(req);
ctx.validProfile = true;
SaveProfile(ctx);
CalCtx.Log("Finished calibration, profile saved\n");
ctx.state = CalibrationState::None;
}
samples.clear();
}
}
void LoadChaperoneBounds()
{
vr::VRChaperoneSetup()->RevertWorkingCopy();
uint32_t quadCount = 0;
vr::VRChaperoneSetup()->GetLiveCollisionBoundsInfo(nullptr, &quadCount);
CalCtx.chaperone.geometry.resize(quadCount);
vr::VRChaperoneSetup()->GetLiveCollisionBoundsInfo(&CalCtx.chaperone.geometry[0], &quadCount);
vr::VRChaperoneSetup()->GetWorkingStandingZeroPoseToRawTrackingPose(&CalCtx.chaperone.standingCenter);
vr::VRChaperoneSetup()->GetWorkingPlayAreaSize(&CalCtx.chaperone.playSpaceSize.v[0], &CalCtx.chaperone.playSpaceSize.v[1]);
CalCtx.chaperone.valid = true;
}
void ApplyChaperoneBounds()
{
vr::VRChaperoneSetup()->RevertWorkingCopy();
vr::VRChaperoneSetup()->SetWorkingCollisionBoundsInfo(&CalCtx.chaperone.geometry[0], CalCtx.chaperone.geometry.size());
vr::VRChaperoneSetup()->SetWorkingStandingZeroPoseToRawTrackingPose(&CalCtx.chaperone.standingCenter);
vr::VRChaperoneSetup()->SetWorkingPlayAreaSize(CalCtx.chaperone.playSpaceSize.v[0], CalCtx.chaperone.playSpaceSize.v[1]);
vr::VRChaperoneSetup()->CommitWorkingCopy(vr::EChaperoneConfigFile_Live);
}
+121
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#pragma once
#include <Eigen/Core>
#include <openvr.h>
#include <vector>
enum class CalibrationState
{
None,
Begin,
Rotation,
Translation,
Editing,
};
struct CalibrationContext
{
CalibrationState state = CalibrationState::None;
uint32_t referenceID, targetID;
Eigen::Vector3d calibratedRotation;
Eigen::Vector3d calibratedTranslation;
std::string referenceTrackingSystem;
std::string targetTrackingSystem;
bool enabled = false;
bool validProfile = false;
double timeLastTick = 0, timeLastScan = 0;
double wantedUpdateInterval = 1.0;
enum Speed
{
FAST = 0,
SLOW = 1,
VERY_SLOW = 2
};
Speed calibrationSpeed = FAST;
vr::TrackedDevicePose_t devicePoses[vr::k_unMaxTrackedDeviceCount];
struct Chaperone
{
bool valid = false;
bool autoApply = true;
std::vector<vr::HmdQuad_t> geometry;
vr::HmdMatrix34_t standingCenter;
vr::HmdVector2_t playSpaceSize;
} chaperone;
void Clear()
{
chaperone.geometry.clear();
chaperone.standingCenter = vr::HmdMatrix34_t();
chaperone.playSpaceSize = vr::HmdVector2_t();
chaperone.valid = false;
calibratedRotation = Eigen::Vector3d();
calibratedTranslation = Eigen::Vector3d();
referenceTrackingSystem = "";
targetTrackingSystem = "";
enabled = false;
validProfile = false;
}
size_t SampleCount()
{
switch (calibrationSpeed)
{
case FAST:
return 100;
case SLOW:
return 250;
case VERY_SLOW:
return 500;
}
return 100;
}
struct Message
{
enum Type
{
String,
Progress
} type = String;
Message(Type type) : type(type) { }
std::string str;
int progress, target;
};
std::vector<Message> messages;
void Log(const std::string &msg)
{
if (messages.empty() || messages.back().type == Message::Progress)
messages.push_back(Message(Message::String));
messages.back().str += msg;
std::cerr << msg;
}
void Progress(int current, int target)
{
if (messages.empty() || messages.back().type == Message::String)
messages.push_back(Message(Message::Progress));
messages.back().progress = current;
messages.back().target = target;
}
};
extern CalibrationContext CalCtx;
void InitCalibrator();
void CalibrationTick(double time);
void StartCalibration();
void LoadChaperoneBounds();
void ApplyChaperoneBounds();
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#include "stdafx.h"
#include "Configuration.h"
#include <picojson.h>
#include <string>
#include <iostream>
#include <fstream>
#include <iomanip>
#include <limits>
static picojson::array FloatArray(const float *buf, int numFloats)
{
picojson::array arr;
for (int i = 0; i < numFloats; i++)
arr.push_back(picojson::value(double(buf[i])));
return arr;
}
static void LoadFloatArray(const picojson::value &obj, float *buf, int numFloats)
{
if (!obj.is<picojson::array>())
throw std::runtime_error("expected array, got " + obj.to_str());
auto &arr = obj.get<picojson::array>();
if (arr.size() != numFloats)
throw std::runtime_error("wrong buffer size");
for (int i = 0; i < numFloats; i++)
buf[i] = (float) arr[i].get<double>();
}
static void ParseProfile(CalibrationContext &ctx, std::istream &stream)
{
picojson::value v;
std::string err = picojson::parse(v, stream);
if (!err.empty())
throw std::runtime_error(err);
auto arr = v.get<picojson::array>();
if (arr.size() < 1)
throw std::runtime_error("no profiles in file");
auto obj = arr[0].get<picojson::object>();
ctx.referenceTrackingSystem = obj["reference_tracking_system"].get<std::string>();
ctx.targetTrackingSystem = obj["target_tracking_system"].get<std::string>();
ctx.calibratedRotation(0) = obj["roll"].get<double>();
ctx.calibratedRotation(1) = obj["yaw"].get<double>();
ctx.calibratedRotation(2) = obj["pitch"].get<double>();
ctx.calibratedTranslation(0) = obj["x"].get<double>();
ctx.calibratedTranslation(1) = obj["y"].get<double>();
ctx.calibratedTranslation(2) = obj["z"].get<double>();
if (obj["calibration_speed"].is<double>())
ctx.calibrationSpeed = (CalibrationContext::Speed)(int) obj["calibration_speed"].get<double>();
if (obj["chaperone"].is<picojson::object>())
{
auto chaperone = obj["chaperone"].get<picojson::object>();
ctx.chaperone.autoApply = chaperone["auto_apply"].get<bool>();
LoadFloatArray(chaperone["play_space_size"], ctx.chaperone.playSpaceSize.v, 2);
LoadFloatArray(
chaperone["standing_center"],
(float *) ctx.chaperone.standingCenter.m,
sizeof(ctx.chaperone.standingCenter.m) / sizeof(float)
);
if (!chaperone["geometry"].is<picojson::array>())
throw std::runtime_error("chaperone geometry is not an array");
auto &geometry = chaperone["geometry"].get<picojson::array>();
if (geometry.size() > 0)
{
ctx.chaperone.geometry.resize(geometry.size() * sizeof(float) / sizeof(ctx.chaperone.geometry[0]));
LoadFloatArray(chaperone["geometry"], (float *) ctx.chaperone.geometry.data(), geometry.size());
ctx.chaperone.valid = true;
}
}
ctx.validProfile = true;
}
static void WriteProfile(CalibrationContext &ctx, std::ostream &out)
{
if (!ctx.validProfile)
return;
picojson::object profile;
profile["reference_tracking_system"].set<std::string>(ctx.referenceTrackingSystem);
profile["target_tracking_system"].set<std::string>(ctx.targetTrackingSystem);
profile["roll"].set<double>(ctx.calibratedRotation(0));
profile["yaw"].set<double>(ctx.calibratedRotation(1));
profile["pitch"].set<double>(ctx.calibratedRotation(2));
profile["x"].set<double>(ctx.calibratedTranslation(0));
profile["y"].set<double>(ctx.calibratedTranslation(1));
profile["z"].set<double>(ctx.calibratedTranslation(2));
double speed = (int) ctx.calibrationSpeed;
profile["calibration_speed"].set<double>(speed);
if (ctx.chaperone.valid)
{
picojson::object chaperone;
chaperone["auto_apply"].set<bool>(ctx.chaperone.autoApply);
chaperone["play_space_size"].set<picojson::array>(FloatArray(ctx.chaperone.playSpaceSize.v, 2));
chaperone["standing_center"].set<picojson::array>(FloatArray(
(float *) ctx.chaperone.standingCenter.m,
sizeof(ctx.chaperone.standingCenter.m) / sizeof(float)
));
chaperone["geometry"].set<picojson::array>(FloatArray(
(float *) ctx.chaperone.geometry.data(),
sizeof(ctx.chaperone.geometry[0]) / sizeof(float) * ctx.chaperone.geometry.size()
));
profile["chaperone"].set<picojson::object>(chaperone);
}
picojson::value profileV;
profileV.set<picojson::object>(profile);
picojson::array profiles;
profiles.push_back(profileV);
picojson::value profilesV;
profilesV.set<picojson::array>(profiles);
out << profilesV.serialize(true);
}
static void LogRegistryResult(LSTATUS result)
{
char *message;
FormatMessageA(FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_ALLOCATE_BUFFER, 0, result, LANG_USER_DEFAULT, (LPSTR)&message, 0, NULL);
std::cerr << "Opening registry key: " << message << std::endl;
}
static const char *RegistryKey = "Software\\OpenVR-SpaceCalibrator";
static std::string ReadRegistryKey()
{
DWORD size = 0;
auto result = RegGetValueA(HKEY_CURRENT_USER_LOCAL_SETTINGS, RegistryKey, "Config", RRF_RT_REG_SZ, 0, 0, &size);
if (result != ERROR_SUCCESS)
{
LogRegistryResult(result);
return "";
}
std::string str;
str.resize(size);
result = RegGetValueA(HKEY_CURRENT_USER_LOCAL_SETTINGS, RegistryKey, "Config", RRF_RT_REG_SZ, 0, &str[0], &size);
if (result != ERROR_SUCCESS)
{
LogRegistryResult(result);
return "";
}
str.resize(size - 1);
return str;
}
static void WriteRegistryKey(std::string str)
{
HKEY hkey;
auto result = RegCreateKeyExA(HKEY_CURRENT_USER_LOCAL_SETTINGS, RegistryKey, 0, REG_NONE, 0, KEY_ALL_ACCESS, 0, &hkey, 0);
if (result != ERROR_SUCCESS)
{
LogRegistryResult(result);
return;
}
DWORD size = str.size() + 1;
result = RegSetValueExA(hkey, "Config", 0, REG_SZ, reinterpret_cast<const BYTE*>(str.c_str()), size);
if (result != ERROR_SUCCESS)
LogRegistryResult(result);
RegCloseKey(hkey);
}
void LoadProfile(CalibrationContext &ctx)
{
ctx.validProfile = false;
auto str = ReadRegistryKey();
if (str == "")
{
std::cout << "Profile is empty" << std::endl;
return;
}
try
{
std::stringstream io(str);
ParseProfile(ctx, io);
std::cout << "Loaded profile" << std::endl;
}
catch (const std::runtime_error &e)
{
std::cerr << "Error loading profile: " << e.what() << std::endl;
}
}
void SaveProfile(CalibrationContext &ctx)
{
std::cout << "Saving profile to registry" << std::endl;
std::stringstream io;
WriteProfile(ctx, io);
WriteRegistryKey(io.str());
}
+6
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@@ -0,0 +1,6 @@
#pragma once
#include "Calibration.h"
void LoadProfile(CalibrationContext &ctx);
void SaveProfile(CalibrationContext &ctx);
File diff suppressed because it is too large. Load diff
+4
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@@ -0,0 +1,4 @@
#pragma once
const unsigned int DroidSans_compressed_size = 134345;
extern const unsigned int DroidSans_compressed_data[134348 / 4];
+93
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@@ -0,0 +1,93 @@
#include "stdafx.h"
#include "IPCClient.h"
#include <string>
static std::string LastErrorString(DWORD lastError)
{
LPSTR buffer = nullptr;
size_t size = FormatMessageA(
FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
NULL, lastError, MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPSTR)&buffer, 0, NULL
);
std::string message(buffer, size);
LocalFree(buffer);
return message;
}
IPCClient::~IPCClient()
{
if (pipe && pipe != INVALID_HANDLE_VALUE)
CloseHandle(pipe);
}
void IPCClient::Connect()
{
LPTSTR pipeName = TEXT(OPENVR_SPACECALIBRATOR_PIPE_NAME);
WaitNamedPipe(pipeName, 1000);
pipe = CreateFile(pipeName, GENERIC_READ | GENERIC_WRITE, 0, 0, OPEN_EXISTING, 0, 0);
if (pipe == INVALID_HANDLE_VALUE)
{
throw std::runtime_error("Space Calibrator driver unavailable, is SteamVR running and not in safe mode? Error: " + LastErrorString(GetLastError()));
}
DWORD mode = PIPE_READMODE_MESSAGE;
if (!SetNamedPipeHandleState(pipe, &mode, 0, 0))
{
throw std::runtime_error("Couldn't set pipe mode. Error: " + LastErrorString(GetLastError()));
}
auto response = SendBlocking(protocol::Request(protocol::RequestHandshake));
if (response.type != protocol::ResponseHandshake || response.protocol.version != protocol::Version)
{
throw std::runtime_error(
"Incorrect driver version installed, try reinstalling OpenVR-SpaceCalibrator. (Client: " +
std::to_string(protocol::Version) +
", Driver: " +
std::to_string(response.protocol.version) +
")"
);
}
}
protocol::Response IPCClient::SendBlocking(const protocol::Request &request)
{
Send(request);
return Receive();
}
void IPCClient::Send(const protocol::Request &request)
{
DWORD bytesWritten;
BOOL success = WriteFile(pipe, &request, sizeof request, &bytesWritten, 0);
if (!success)
{
throw std::runtime_error("Error writing IPC request. Error: " + LastErrorString(GetLastError()));
}
}
protocol::Response IPCClient::Receive()
{
protocol::Response response(protocol::ResponseInvalid);
DWORD bytesRead;
BOOL success = ReadFile(pipe, &response, sizeof response, &bytesRead, 0);
if (!success)
{
DWORD lastError = GetLastError();
if (lastError != ERROR_MORE_DATA)
{
throw std::runtime_error("Error reading IPC response. Error: " + LastErrorString(lastError));
}
}
if (bytesRead != sizeof response)
{
throw std::runtime_error("Invalid IPC response with size " + std::to_string(bytesRead));
}
return response;
}
+18
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@@ -0,0 +1,18 @@
#pragma once
#include "../Protocol.h"
class IPCClient
{
public:
~IPCClient();
void Connect();
protocol::Response SendBlocking(const protocol::Request &request);
void Send(const protocol::Request &request);
protocol::Response Receive();
private:
HANDLE pipe = INVALID_HANDLE_VALUE;
};
@@ -0,0 +1,478 @@
#include "stdafx.h"
#include "Calibration.h"
#include "Configuration.h"
#include "EmbeddedFiles.h"
#include "UserInterface.h"
#include <imgui/imgui.h>
#include <imgui/imgui_impl_glfw.h>
#include <imgui/imgui_impl_opengl3.h>
#include <GL/gl3w.h>
#include <GLFW/glfw3.h>
#include <openvr.h>
#include <direct.h>
#pragma comment(linker,"\"/manifestdependency:type='win32' \
name='Microsoft.Windows.Common-Controls' version='6.0.0.0' \
processorArchitecture='*' publicKeyToken='6595b64144ccf1df' language='*'\"")
#define OPENVR_APPLICATION_KEY "pushrax.SpaceCalibrator"
void CreateConsole()
{
static bool created = false;
if (!created)
{
AllocConsole();
FILE *file = nullptr;
freopen_s(&file, "CONIN$", "r", stdin);
freopen_s(&file, "CONOUT$", "w", stdout);
freopen_s(&file, "CONOUT$", "w", stderr);
created = true;
}
}
void GLFWErrorCallback(int error, const char* description)
{
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}
static void HandleCommandLine(LPWSTR lpCmdLine);
static GLFWwindow *glfwWindow = nullptr;
static vr::VROverlayHandle_t overlayMainHandle = 0, overlayThumbnailHandle = 0;
static GLuint fboHandle = 0, fboTextureHandle = 0;
static int fboTextureWidth = 0, fboTextureHeight = 0;
static char cwd[MAX_PATH];
void CreateGLFWWindow()
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, false);
fboTextureWidth = 1200;
fboTextureHeight = 800;
glfwWindow = glfwCreateWindow(fboTextureWidth, fboTextureHeight, "OpenVR-SpaceCalibrator", NULL, NULL);
if (!glfwWindow)
throw std::runtime_error("Failed to create window");
glfwMakeContextCurrent(glfwWindow);
glfwSwapInterval(1);
gl3wInit();
glfwIconifyWindow(glfwWindow);
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
io.IniFilename = nullptr;
io.Fonts->AddFontFromMemoryCompressedTTF(DroidSans_compressed_data, DroidSans_compressed_size, 24.0f);
ImGui_ImplGlfw_InitForOpenGL(glfwWindow, true);
ImGui_ImplOpenGL3_Init("#version 330");
ImGui::StyleColorsDark();
glGenTextures(1, &fboTextureHandle);
glBindTexture(GL_TEXTURE_2D, fboTextureHandle);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fboTextureWidth, fboTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenFramebuffers(1, &fboHandle);
glBindFramebuffer(GL_FRAMEBUFFER, fboHandle);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, fboTextureHandle, 0);
GLenum drawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, drawBuffers);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
throw std::runtime_error("OpenGL framebuffer incomplete");
}
}
void TryCreateVROverlay()
{
if (overlayMainHandle || !vr::VROverlay())
return;
vr::VROverlayError error = vr::VROverlay()->CreateDashboardOverlay(
"pushrax.SpaceCalibrator", "Space Cal",
&overlayMainHandle, &overlayThumbnailHandle
);
if (error == vr::VROverlayError_KeyInUse)
{
throw std::runtime_error("Another instance of OpenVR Space Calibrator is already running");
}
else if (error != vr::VROverlayError_None)
{
throw std::runtime_error("Error creating VR overlay: " + std::string(vr::VROverlay()->GetOverlayErrorNameFromEnum(error)));
}
vr::VROverlay()->SetOverlayWidthInMeters(overlayMainHandle, 3.0f);
vr::VROverlay()->SetOverlayInputMethod(overlayMainHandle, vr::VROverlayInputMethod_Mouse);
vr::VROverlay()->SetOverlayFlag(overlayMainHandle, vr::VROverlayFlags_SendVRDiscreteScrollEvents, true);
std::string iconPath = cwd;
iconPath += "\\icon.png";
vr::VROverlay()->SetOverlayFromFile(overlayThumbnailHandle, iconPath.c_str());
}
void ActivateMultipleDrivers()
{
vr::EVRSettingsError vrSettingsError;
bool enabled = vr::VRSettings()->GetBool(vr::k_pch_SteamVR_Section, vr::k_pch_SteamVR_ActivateMultipleDrivers_Bool, &vrSettingsError);
if (vrSettingsError != vr::VRSettingsError_None)
{
std::string err = "Could not read \"" + std::string(vr::k_pch_SteamVR_ActivateMultipleDrivers_Bool) + "\" setting: "
+ vr::VRSettings()->GetSettingsErrorNameFromEnum(vrSettingsError);
throw std::runtime_error(err);
}
if (!enabled)
{
vr::VRSettings()->SetBool(vr::k_pch_SteamVR_Section, vr::k_pch_SteamVR_ActivateMultipleDrivers_Bool, true, &vrSettingsError);
if (vrSettingsError != vr::VRSettingsError_None)
{
std::string err = "Could not set \"" + std::string(vr::k_pch_SteamVR_ActivateMultipleDrivers_Bool) + "\" setting: "
+ vr::VRSettings()->GetSettingsErrorNameFromEnum(vrSettingsError);
throw std::runtime_error(err);
}
std::cerr << "Enabled \"" << vr::k_pch_SteamVR_ActivateMultipleDrivers_Bool << "\" setting" << std::endl;
}
else
{
std::cerr << "\"" << vr::k_pch_SteamVR_ActivateMultipleDrivers_Bool << "\" setting previously enabled" << std::endl;
}
}
void InitVR()
{
auto initError = vr::VRInitError_None;
vr::VR_Init(&initError, vr::VRApplication_Other);
if (initError != vr::VRInitError_None)
{
auto error = vr::VR_GetVRInitErrorAsEnglishDescription(initError);
throw std::runtime_error("OpenVR error:" + std::string(error));
}
if (!vr::VR_IsInterfaceVersionValid(vr::IVRSystem_Version))
{
throw std::runtime_error("OpenVR error: Outdated IVRSystem_Version");
}
else if (!vr::VR_IsInterfaceVersionValid(vr::IVRSettings_Version))
{
throw std::runtime_error("OpenVR error: Outdated IVRSettings_Version");
}
else if (!vr::VR_IsInterfaceVersionValid(vr::IVROverlay_Version))
{
throw std::runtime_error("OpenVR error: Outdated IVROverlay_Version");
}
ActivateMultipleDrivers();
}
void RunLoop()
{
while (!glfwWindowShouldClose(glfwWindow))
{
TryCreateVROverlay();
double time = glfwGetTime();
CalibrationTick(time);
bool dashboardVisible = false;
int width, height;
glfwGetFramebufferSize(glfwWindow, &width, &height);
if (overlayMainHandle && vr::VROverlay())
{
auto &io = ImGui::GetIO();
dashboardVisible = vr::VROverlay()->IsActiveDashboardOverlay(overlayMainHandle);
static bool keyboardOpen = false, keyboardJustClosed = false;
// After closing the keyboard, this code waits one frame for ImGui to pick up the new text from SetActiveText
// before clearing the active widget. Then it waits another frame before allowing the keyboard to open again,
// otherwise it will do so instantly since WantTextInput is still true on the second frame.
if (keyboardJustClosed && keyboardOpen)
{
ImGui::ClearActiveID();
keyboardOpen = false;
}
else if (keyboardJustClosed)
{
keyboardJustClosed = false;
}
else if (!io.WantTextInput)
{
// User might close the keyboard without hitting Done, so we unset the flag to allow it to open again.
keyboardOpen = false;
}
else if (io.WantTextInput && !keyboardOpen && !keyboardJustClosed)
{
char buf[0x400];
ImGui::GetActiveText(buf, sizeof buf);
buf[0x3ff] = 0;
uint32_t unFlags = 0; // EKeyboardFlags
vr::VROverlay()->ShowKeyboardForOverlay(
overlayMainHandle, vr::k_EGamepadTextInputModeNormal, vr::k_EGamepadTextInputLineModeSingleLine,
unFlags, "Space Calibrator Overlay", sizeof buf, buf, 0
);
keyboardOpen = true;
}
vr::VREvent_t vrEvent;
while (vr::VROverlay()->PollNextOverlayEvent(overlayMainHandle, &vrEvent, sizeof(vrEvent)))
{
switch (vrEvent.eventType) {
case vr::VREvent_MouseMove:
io.MousePos.x = vrEvent.data.mouse.x;
io.MousePos.y = vrEvent.data.mouse.y;
break;
case vr::VREvent_MouseButtonDown:
io.MouseDown[vrEvent.data.mouse.button == vr::VRMouseButton_Left ? 0 : 1] = true;
break;
case vr::VREvent_MouseButtonUp:
io.MouseDown[vrEvent.data.mouse.button == vr::VRMouseButton_Left ? 0 : 1] = false;
break;
case vr::VREvent_ScrollDiscrete:
io.MouseWheelH += vrEvent.data.scroll.xdelta * 360.0f * 8.0f;
io.MouseWheel += vrEvent.data.scroll.ydelta * 360.0f * 8.0f;
break;
case vr::VREvent_KeyboardDone: {
char buf[0x400];
vr::VROverlay()->GetKeyboardText(buf, sizeof buf);
ImGui::SetActiveText(buf, sizeof buf);
keyboardJustClosed = true;
break;
}
case vr::VREvent_Quit:
return;
}
}
}
ImGui::GetIO().DisplaySize = ImVec2((float) fboTextureWidth, (float) fboTextureHeight);
ImGui_ImplGlfw_SetReadMouseFromGlfw(!dashboardVisible);
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
BuildMainWindow(dashboardVisible);
ImGui::Render();
glBindFramebuffer(GL_FRAMEBUFFER, fboHandle);
glViewport(0, 0, fboTextureWidth, fboTextureHeight);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (width && height)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, fboHandle);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glfwSwapBuffers(glfwWindow);
}
if (dashboardVisible)
{
vr::Texture_t vrTex;
vrTex.eType = vr::TextureType_OpenGL;
vrTex.eColorSpace = vr::ColorSpace_Linear;
vrTex.handle = (void *)
#if defined _WIN64 || defined _LP64
(uint64_t)
#endif
fboTextureHandle;
vr::HmdVector2_t mouseScale = { (float) fboTextureWidth, (float) fboTextureHeight };
vr::VROverlay()->SetOverlayTexture(overlayMainHandle, &vrTex);
vr::VROverlay()->SetOverlayMouseScale(overlayMainHandle, &mouseScale);
}
const double dashboardInterval = 1.0 / 90.0; // fps
double waitEventsTimeout = CalCtx.wantedUpdateInterval;
if (dashboardVisible && waitEventsTimeout > dashboardInterval)
waitEventsTimeout = dashboardInterval;
glfwWaitEventsTimeout(waitEventsTimeout);
}
}
int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow)
{
_getcwd(cwd, MAX_PATH);
HandleCommandLine(lpCmdLine);
//CreateConsole();
if (!glfwInit())
{
MessageBox(nullptr, L"Failed to initialize GLFW", L"", 0);
return 0;
}
glfwSetErrorCallback(GLFWErrorCallback);
try {
InitVR();
CreateGLFWWindow();
InitCalibrator();
LoadProfile(CalCtx);
RunLoop();
vr::VR_Shutdown();
if (fboHandle)
glDeleteFramebuffers(1, &fboHandle);
if (fboTextureHandle)
glDeleteTextures(1, &fboTextureHandle);
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
catch (std::runtime_error &e)
{
std::cerr << "Runtime error: " << e.what() << std::endl;
wchar_t message[1024];
swprintf(message, 1024, L"%hs", e.what());
MessageBox(nullptr, message, L"Runtime Error", 0);
}
if (glfwWindow)
glfwDestroyWindow(glfwWindow);
glfwTerminate();
return 0;
}
static void HandleCommandLine(LPWSTR lpCmdLine)
{
if (lstrcmp(lpCmdLine, L"-openvrpath") == 0)
{
auto vrErr = vr::VRInitError_None;
vr::VR_Init(&vrErr, vr::VRApplication_Utility);
if (vrErr == vr::VRInitError_None)
{
char cruntimePath[MAX_PATH] = { 0 };
unsigned int pathLen;
vr::VR_GetRuntimePath(cruntimePath, MAX_PATH, &pathLen);
printf("%s", cruntimePath);
vr::VR_Shutdown();
exit(0);
}
fprintf(stderr, "Failed to initialize OpenVR: %s\n", vr::VR_GetVRInitErrorAsEnglishDescription(vrErr));
vr::VR_Shutdown();
exit(-2);
}
else if (lstrcmp(lpCmdLine, L"-installmanifest") == 0)
{
auto vrErr = vr::VRInitError_None;
vr::VR_Init(&vrErr, vr::VRApplication_Utility);
if (vrErr == vr::VRInitError_None)
{
if (vr::VRApplications()->IsApplicationInstalled(OPENVR_APPLICATION_KEY))
{
char oldWd[MAX_PATH] = { 0 };
auto vrAppErr = vr::VRApplicationError_None;
vr::VRApplications()->GetApplicationPropertyString(OPENVR_APPLICATION_KEY, vr::VRApplicationProperty_WorkingDirectory_String, oldWd, MAX_PATH, &vrAppErr);
if (vrAppErr != vr::VRApplicationError_None)
{
fprintf(stderr, "Failed to get old working dir, skipping removal: %s\n", vr::VRApplications()->GetApplicationsErrorNameFromEnum(vrAppErr));
}
else
{
std::string manifestPath = oldWd;
manifestPath += "\\manifest.vrmanifest";
std::cout << "Removing old manifest path: " << manifestPath << std::endl;
vr::VRApplications()->RemoveApplicationManifest(manifestPath.c_str());
}
}
std::string manifestPath = cwd;
manifestPath += "\\manifest.vrmanifest";
std::cout << "Adding manifest path: " << manifestPath << std::endl;
auto vrAppErr = vr::VRApplications()->AddApplicationManifest(manifestPath.c_str());
if (vrAppErr != vr::VRApplicationError_None)
{
fprintf(stderr, "Failed to add manifest: %s\n", vr::VRApplications()->GetApplicationsErrorNameFromEnum(vrAppErr));
}
else
{
vr::VRApplications()->SetApplicationAutoLaunch(OPENVR_APPLICATION_KEY, true);
}
vr::VR_Shutdown();
exit(-2);
}
fprintf(stderr, "Failed to initialize OpenVR: %s\n", vr::VR_GetVRInitErrorAsEnglishDescription(vrErr));
vr::VR_Shutdown();
exit(-2);
}
else if (lstrcmp(lpCmdLine, L"-removemanifest") == 0)
{
auto vrErr = vr::VRInitError_None;
vr::VR_Init(&vrErr, vr::VRApplication_Utility);
if (vrErr == vr::VRInitError_None)
{
if (vr::VRApplications()->IsApplicationInstalled(OPENVR_APPLICATION_KEY))
{
std::string manifestPath = cwd;
manifestPath += "\\manifest.vrmanifest";
std::cout << "Removing manifest path: " << manifestPath << std::endl;
vr::VRApplications()->RemoveApplicationManifest(manifestPath.c_str());
}
vr::VR_Shutdown();
exit(0);
}
fprintf(stderr, "Failed to initialize OpenVR: %s\n", vr::VR_GetVRInitErrorAsEnglishDescription(vrErr));
vr::VR_Shutdown();
exit(-2);
}
else if (lstrcmp(lpCmdLine, L"-activatemultipledrivers") == 0)
{
int ret = -2;
auto vrErr = vr::VRInitError_None;
vr::VR_Init(&vrErr, vr::VRApplication_Utility);
if (vrErr == vr::VRInitError_None)
{
try
{
ActivateMultipleDrivers();
ret = 0;
}
catch (std::runtime_error &e)
{
std::cerr << e.what() << std::endl;
}
}
else
{
fprintf(stderr, "Failed to initialize OpenVR: %s\n", vr::VR_GetVRInitErrorAsEnglishDescription(vrErr));
}
vr::VR_Shutdown();
exit(ret);
}
}
Binary file not shown.
@@ -0,0 +1,138 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{63BAE169-D595-4464-8E7E-50D6FD379348}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>OpenVRSpaceCalibrator</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<PrecompiledHeader>Use</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>_SCL_SECURE_NO_WARNINGS;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
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<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Create</PrecompiledHeader>
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<Image Include="small.ico" />
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@@ -0,0 +1,100 @@
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Binary file not shown.
+500
View File
@@ -0,0 +1,500 @@
#include "stdafx.h"
#include "UserInterface.h"
#include "Calibration.h"
#include "Configuration.h"
#include <thread>
#include <string>
#include <vector>
#include <algorithm>
#include <imgui/imgui.h>
#define VERSION_STRING "1.0"
struct VRDevice
{
int id = -1;
vr::TrackedDeviceClass deviceClass;
std::string model = "";
std::string serial = "";
std::string trackingSystem = "";
vr::ETrackedControllerRole controllerRole = vr::TrackedControllerRole_Invalid;
};
struct VRState
{
std::vector<std::string> trackingSystems;
std::vector<VRDevice> devices;
};
void TextWithWidth(const char *label, const char *text, float width);
VRState LoadVRState();
void BuildSystemSelection(const VRState &state);
void BuildDeviceSelections(const VRState &state);
void BuildProfileEditor();
void BuildMenu(bool runningInOverlay);
static const ImGuiWindowFlags bareWindowFlags =
ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoMove;
void BuildMainWindow(bool runningInOverlay)
{
auto &io = ImGui::GetIO();
ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f), ImGuiSetCond_Always);
ImGui::SetNextWindowSize(io.DisplaySize, ImGuiSetCond_Always);
if (!ImGui::Begin("MainWindow", nullptr, bareWindowFlags))
{
ImGui::End();
return;
}
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, ImGui::GetStyleColorVec4(ImGuiCol_Button));
auto state = LoadVRState();
BuildSystemSelection(state);
BuildDeviceSelections(state);
BuildMenu(runningInOverlay);
ImGui::PopStyleColor();
ImGui::End();
}
void BuildMenu(bool runningInOverlay)
{
auto &io = ImGui::GetIO();
ImGuiStyle &style = ImGui::GetStyle();
ImGui::Text("");
if (CalCtx.state == CalibrationState::None)
{
if (CalCtx.validProfile && !CalCtx.enabled)
{
ImGui::TextColored(ImColor(0.8f, 0.2f, 0.2f), "Reference (%s) HMD not detected, profile disabled", CalCtx.referenceTrackingSystem.c_str());
ImGui::Text("");
}
float width = ImGui::GetWindowContentRegionWidth(), scale = 1.0f;
if (CalCtx.validProfile)
{
width -= style.FramePadding.x * 4.0f;
scale = 1.0f / 3.0f;
}
if (ImGui::Button("Start Calibration", ImVec2(width * scale, ImGui::GetTextLineHeight() * 2)))
{
ImGui::OpenPopup("Calibration Progress");
StartCalibration();
}
if (CalCtx.validProfile)
{
ImGui::SameLine();
if (ImGui::Button("Edit Calibration", ImVec2(width * scale, ImGui::GetTextLineHeight() * 2)))
{
CalCtx.state = CalibrationState::Editing;
}
ImGui::SameLine();
if (ImGui::Button("Clear Calibration", ImVec2(width * scale, ImGui::GetTextLineHeight() * 2)))
{
CalCtx.Clear();
SaveProfile(CalCtx);
}
}
width = ImGui::GetWindowContentRegionWidth();
scale = 1.0f;
if (CalCtx.chaperone.valid)
{
width -= style.FramePadding.x * 2.0f;
scale = 0.5;
}
ImGui::Text("");
if (ImGui::Button("Copy Chaperone Bounds to profile", ImVec2(width * scale, ImGui::GetTextLineHeight() * 2)))
{
LoadChaperoneBounds();
SaveProfile(CalCtx);
}
if (CalCtx.chaperone.valid)
{
ImGui::SameLine();
if (ImGui::Button("Paste Chaperone Bounds", ImVec2(width * scale, ImGui::GetTextLineHeight() * 2)))
{
ApplyChaperoneBounds();
}
if (ImGui::Checkbox(" Paste Chaperone Bounds automatically when geometry resets", &CalCtx.chaperone.autoApply))
{
SaveProfile(CalCtx);
}
}
ImGui::Text("");
auto speed = CalCtx.calibrationSpeed;
ImGui::Columns(4, NULL, false);
ImGui::Text("Calibration Speed");
ImGui::NextColumn();
if (ImGui::RadioButton(" Fast ", speed == CalibrationContext::FAST))
CalCtx.calibrationSpeed = CalibrationContext::FAST;
ImGui::NextColumn();
if (ImGui::RadioButton(" Slow ", speed == CalibrationContext::SLOW))
CalCtx.calibrationSpeed = CalibrationContext::SLOW;
ImGui::NextColumn();
if (ImGui::RadioButton(" Very Slow ", speed == CalibrationContext::VERY_SLOW))
CalCtx.calibrationSpeed = CalibrationContext::VERY_SLOW;
ImGui::Columns(1);
}
else if (CalCtx.state == CalibrationState::Editing)
{
BuildProfileEditor();
if (ImGui::Button("Save Profile", ImVec2(ImGui::GetWindowContentRegionWidth(), ImGui::GetTextLineHeight() * 2)))
{
SaveProfile(CalCtx);
CalCtx.state = CalibrationState::None;
}
}
else
{
ImGui::Button("Calibration in progress...", ImVec2(ImGui::GetWindowContentRegionWidth(), ImGui::GetTextLineHeight() * 2));
}
ImGui::SetNextWindowPos(ImVec2(10.0f, ImGui::GetWindowHeight() - ImGui::GetItemsLineHeightWithSpacing()));
ImGui::BeginChild("bottom line", ImVec2(ImGui::GetWindowWidth() - 20.0f, ImGui::GetItemsLineHeightWithSpacing() * 2), false);
ImGui::Text("OpenVR Space Calibrator v" VERSION_STRING " - by tach/pushrax");
if (runningInOverlay)
{
ImGui::SameLine();
ImGui::Text("- close VR overlay to use mouse");
}
ImGui::EndChild();
ImGui::SetNextWindowPos(ImVec2(20.0f, 20.0f), ImGuiSetCond_Always);
ImGui::SetNextWindowSize(ImVec2(io.DisplaySize.x - 40.0f, io.DisplaySize.y - 40.0f), ImGuiSetCond_Always);
if (ImGui::BeginPopupModal("Calibration Progress", nullptr, bareWindowFlags))
{
ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor(0, 0, 0));
for (auto &message : CalCtx.messages)
{
switch (message.type)
{
case CalibrationContext::Message::String:
ImGui::TextWrapped(message.str.c_str());
break;
case CalibrationContext::Message::Progress:
float fraction = (float)message.progress / (float)message.target;
ImGui::Text("");
ImGui::ProgressBar(fraction, ImVec2(-1.0f, 0.0f), "");
ImGui::SetCursorPosY(ImGui::GetCursorPosY() - ImGui::GetFontSize() - style.FramePadding.y * 2);
ImGui::Text(" %d%%", (int)(fraction * 100));
break;
}
}
ImGui::PopStyleColor();
if (CalCtx.state == CalibrationState::None)
{
ImGui::Text("");
if (ImGui::Button("Close", ImVec2(ImGui::GetWindowContentRegionWidth(), ImGui::GetTextLineHeight() * 2)))
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
}
void BuildSystemSelection(const VRState &state)
{
if (state.trackingSystems.empty())
{
ImGui::Text("No tracked devices are present");
return;
}
ImGuiStyle &style = ImGui::GetStyle();
float paneWidth = ImGui::GetWindowContentRegionWidth() / 2 - style.FramePadding.x;
TextWithWidth("ReferenceSystemLabel", "Reference Space", paneWidth);
ImGui::SameLine();
TextWithWidth("TargetSystemLabel", "Target Space", paneWidth);
int currentReferenceSystem = -1;
int currentTargetSystem = -1;
int firstReferenceSystemNotTargetSystem = -1;
std::vector<const char *> referenceSystems;
for (auto &str : state.trackingSystems)
{
if (str == CalCtx.referenceTrackingSystem)
{
currentReferenceSystem = (int) referenceSystems.size();
}
else if (firstReferenceSystemNotTargetSystem == -1 && str != CalCtx.targetTrackingSystem)
{
firstReferenceSystemNotTargetSystem = (int) referenceSystems.size();
}
referenceSystems.push_back(str.c_str());
}
if (currentReferenceSystem == -1 && CalCtx.referenceTrackingSystem == "")
{
currentReferenceSystem = firstReferenceSystemNotTargetSystem;
}
ImGui::PushItemWidth(paneWidth);
ImGui::Combo("##ReferenceTrackingSystem", &currentReferenceSystem, &referenceSystems[0], (int) referenceSystems.size());
if (currentReferenceSystem != -1 && currentReferenceSystem < (int) referenceSystems.size())
{
CalCtx.referenceTrackingSystem = std::string(referenceSystems[currentReferenceSystem]);
if (CalCtx.referenceTrackingSystem == CalCtx.targetTrackingSystem)
CalCtx.targetTrackingSystem = "";
}
if (CalCtx.targetTrackingSystem == "")
currentTargetSystem = 0;
std::vector<const char *> targetSystems;
for (auto &str : state.trackingSystems)
{
if (str != CalCtx.referenceTrackingSystem)
{
if (str != "" && str == CalCtx.targetTrackingSystem)
currentTargetSystem = (int) targetSystems.size();
targetSystems.push_back(str.c_str());
}
}
ImGui::SameLine();
ImGui::Combo("##TargetTrackingSystem", &currentTargetSystem, &targetSystems[0], (int) targetSystems.size());
if (currentTargetSystem != -1 && currentTargetSystem < targetSystems.size())
{
CalCtx.targetTrackingSystem = std::string(targetSystems[currentTargetSystem]);
}
ImGui::PopItemWidth();
}
void AppendSeparated(std::string &buffer, const std::string &suffix)
{
if (!buffer.empty())
buffer += " | ";
buffer += suffix;
}
std::string LabelString(const VRDevice &device)
{
std::string label;
/*if (device.controllerRole == vr::TrackedControllerRole_LeftHand)
label = "Left Controller";
else if (device.controllerRole == vr::TrackedControllerRole_RightHand)
label = "Right Controller";
else if (device.deviceClass == vr::TrackedDeviceClass_Controller)
label = "Controller";
else if (device.deviceClass == vr::TrackedDeviceClass_HMD)
label = "HMD";
else if (device.deviceClass == vr::TrackedDeviceClass_GenericTracker)
label = "Tracker";*/
AppendSeparated(label, device.model);
AppendSeparated(label, device.serial);
return label;
}
void BuildDeviceSelection(const VRState &state, int &selected, const std::string &system)
{
ImGui::TextColored(ImColor(0.5f, 0.5f, 0.5f), "Devices from: %s", system.c_str());
if (selected != -1)
{
bool matched = false;
for (auto &device : state.devices)
{
if (device.trackingSystem != system)
continue;
if (selected == device.id)
{
matched = true;
break;
}
}
if (!matched)
{
// Device is no longer present.
selected = -1;
}
}
if (selected == -1)
{
for (auto &device : state.devices)
{
if (device.trackingSystem != system)
continue;
if (device.controllerRole == vr::TrackedControllerRole_LeftHand)
{
selected = device.id;
break;
}
}
}
for (auto &device : state.devices)
{
if (device.trackingSystem != system)
continue;
if (selected == -1)
selected = device.id;
auto label = LabelString(device);
if (ImGui::Selectable(label.c_str(), selected == device.id))
selected = device.id;
}
}
void BuildDeviceSelections(const VRState &state)
{
ImGuiStyle &style = ImGui::GetStyle();
ImVec2 paneSize(ImGui::GetWindowContentRegionWidth() / 2 - style.FramePadding.x, ImGui::GetTextLineHeightWithSpacing() * 5 + style.ItemSpacing.y * 4);
ImGui::BeginChild("left device pane", paneSize, true);
static int selectedRefDevice = -1;
BuildDeviceSelection(state, selectedRefDevice, CalCtx.referenceTrackingSystem);
CalCtx.referenceID = selectedRefDevice;
ImGui::EndChild();
ImGui::SameLine();
ImGui::BeginChild("right device pane", paneSize, true);
static int selectedCalDevice = -1;
BuildDeviceSelection(state, selectedCalDevice, CalCtx.targetTrackingSystem);
CalCtx.targetID = selectedCalDevice;
ImGui::EndChild();
if (ImGui::Button("Identify selected devices (blinks LED or vibrates)", ImVec2(ImGui::GetWindowContentRegionWidth(), ImGui::GetTextLineHeightWithSpacing() + 4.0f)))
{
for (unsigned i = 0; i < 100; ++i)
{
vr::VRSystem()->TriggerHapticPulse(CalCtx.targetID, 0, 2000);
vr::VRSystem()->TriggerHapticPulse(CalCtx.referenceID, 0, 2000);
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
}
}
VRState LoadVRState()
{
VRState state;
auto &trackingSystems = state.trackingSystems;
char buffer[vr::k_unMaxPropertyStringSize];
for (uint32_t id = 0; id < vr::k_unMaxTrackedDeviceCount; ++id)
{
vr::ETrackedPropertyError err = vr::TrackedProp_Success;
auto deviceClass = vr::VRSystem()->GetTrackedDeviceClass(id);
if (deviceClass == vr::TrackedDeviceClass_Invalid)
continue;
if (deviceClass != vr::TrackedDeviceClass_TrackingReference)
{
vr::VRSystem()->GetStringTrackedDeviceProperty(id, vr::Prop_TrackingSystemName_String, buffer, vr::k_unMaxPropertyStringSize, &err);
if (err == vr::TrackedProp_Success)
{
std::string system(buffer);
auto existing = std::find(trackingSystems.begin(), trackingSystems.end(), system);
if (existing != trackingSystems.end())
{
if (deviceClass == vr::TrackedDeviceClass_HMD)
{
trackingSystems.erase(existing);
trackingSystems.insert(trackingSystems.begin(), system);
}
}
else
{
trackingSystems.push_back(system);
}
VRDevice device;
device.id = id;
device.deviceClass = deviceClass;
device.trackingSystem = system;
vr::VRSystem()->GetStringTrackedDeviceProperty(id, vr::Prop_ModelNumber_String, buffer, vr::k_unMaxPropertyStringSize, &err);
device.model = std::string(buffer);
vr::VRSystem()->GetStringTrackedDeviceProperty(id, vr::Prop_SerialNumber_String, buffer, vr::k_unMaxPropertyStringSize, &err);
device.serial = std::string(buffer);
device.controllerRole = (vr::ETrackedControllerRole) vr::VRSystem()->GetInt32TrackedDeviceProperty(id, vr::Prop_ControllerRoleHint_Int32, &err);
state.devices.push_back(device);
}
else
{
printf("failed to get tracking system name for id %d\n", id);
}
}
}
return state;
}
void BuildProfileEditor()
{
ImGuiStyle &style = ImGui::GetStyle();
float width = ImGui::GetWindowContentRegionWidth() / 3.0f - style.FramePadding.x;
float widthF = width - style.FramePadding.x;
TextWithWidth("YawLabel", "Yaw", width);
ImGui::SameLine();
TextWithWidth("PitchLabel", "Pitch", width);
ImGui::SameLine();
TextWithWidth("RollLabel", "Roll", width);
ImGui::PushItemWidth(widthF);
ImGui::InputDouble("##Yaw", &CalCtx.calibratedRotation(1), 0.1, 1.0, "%.8f");
ImGui::SameLine();
ImGui::InputDouble("##Pitch", &CalCtx.calibratedRotation(2), 0.1, 1.0, "%.8f");
ImGui::SameLine();
ImGui::InputDouble("##Roll", &CalCtx.calibratedRotation(0), 0.1, 1.0, "%.8f");
TextWithWidth("XLabel", "X", width);
ImGui::SameLine();
TextWithWidth("YLabel", "Y", width);
ImGui::SameLine();
TextWithWidth("ZLabel", "Z", width);
ImGui::InputDouble("##X", &CalCtx.calibratedTranslation(0), 1.0, 10.0, "%.8f");
ImGui::SameLine();
ImGui::InputDouble("##Y", &CalCtx.calibratedTranslation(1), 1.0, 10.0, "%.8f");
ImGui::SameLine();
ImGui::InputDouble("##Z", &CalCtx.calibratedTranslation(2), 1.0, 10.0, "%.8f");
ImGui::PopItemWidth();
}
void TextWithWidth(const char *label, const char *text, float width)
{
ImGui::BeginChild(label, ImVec2(width, ImGui::GetTextLineHeightWithSpacing()));
ImGui::Text(text);
ImGui::EndChild();
}
+3
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@@ -0,0 +1,3 @@
#pragma once
void BuildMainWindow(bool runningInOverlay);
File renamed without changes.
@@ -1,15 +1,15 @@
{
"source" : "builtin",
"applications": [{
"app_key": "steam.overlay.3368750",
"app_key": "pushrax.SpaceCalibrator",
"launch_type": "binary",
"binary_path_windows": "SpaceCalibrator.exe",
"binary_path_windows": "OpenVR-SpaceCalibrator.exe",
"is_dashboard_overlay": true,
"strings": {
"en_us": {
"name": "Space Calibrator",
"description": "Space Calibrator Overlay"
"description": "OpenVR Space Calibrator Overlay"
}
}
}]
File renamed without changes.
+6
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@@ -0,0 +1,6 @@
// stdafx.cpp : source file that includes just the standard includes
// OpenVR-SpaceCalibrator.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"
+12
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@@ -0,0 +1,12 @@
#pragma once
#include "targetver.h"
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>
#include <iostream>
File renamed without changes.
@@ -2,6 +2,5 @@
"alwaysActivate": true,
"name" : "01spacecalibrator",
"directory" : "",
"resourceOnly" : false,
"activateOtherDriversWhenEnabled" : true
"resourceOnly" : false
}
@@ -0,0 +1,4 @@
{
"driver_01spacecalibrator" : {
}
}
+27
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@@ -0,0 +1,27 @@
#include "Hooking.h"
std::map<std::string, IHook *> IHook::hooks;
bool IHook::Exists(const std::string &name)
{
return hooks.find(name) != hooks.end();
}
void IHook::Register(IHook *hook)
{
hooks[hook->name] = hook;
}
void IHook::Unregister(IHook *hook)
{
hooks.erase(hook->name);
}
void IHook::DestroyAll()
{
for (auto &hook : hooks)
{
hook.second->Destroy();
}
hooks.clear();
}
+75
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@@ -0,0 +1,75 @@
#pragma once
#include "Logging.h"
#include <MinHook.h>
#include <map>
#include <string>
class IHook
{
public:
const std::string name;
IHook(const std::string &name) : name(name) { }
virtual ~IHook() { }
virtual void Destroy() = 0;
static bool Exists(const std::string &name);
static void Register(IHook *hook);
static void Unregister(IHook *hook);
static void DestroyAll();
private:
static std::map<std::string, IHook *> hooks;
};
template<class FuncType> class Hook : public IHook
{
public:
FuncType originalFunc = nullptr;
Hook(const std::string &name) : IHook(name) { }
bool CreateHookInObjectVTable(void *object, int vtableOffset, void *detourFunction)
{
// For virtual objects, VC++ adds a pointer to the vtable as the first member.
// To access the vtable, we simply dereference the object.
void **vtable = *((void ***)object);
// The vtable itself is an array of pointers to member functions,
// in the order they were declared in.
targetFunc = vtable[vtableOffset];
auto err = MH_CreateHook(targetFunc, detourFunction, (LPVOID *)&originalFunc);
if (err != MH_OK)
{
LOG("Failed to create hook for %s, error: %s", name.c_str(), MH_StatusToString(err));
return false;
}
err = MH_EnableHook(targetFunc);
if (err != MH_OK)
{
LOG("Failed to enable hook for %s, error: %s", name.c_str(), MH_StatusToString(err));
MH_RemoveHook(targetFunc);
return false;
}
LOG("Enabled hook for %s", name.c_str());
enabled = true;
return true;
}
void Destroy()
{
if (enabled)
{
MH_RemoveHook(targetFunc);
enabled = false;
}
}
private:
bool enabled = false;
void* targetFunc = nullptr;
};
+220
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@@ -0,0 +1,220 @@
#include "IPCServer.h"
#include "Logging.h"
#include "ServerTrackedDeviceProvider.h"
void IPCServer::HandleRequest(const protocol::Request &request, protocol::Response &response)
{
switch (request.type)
{
case protocol::RequestHandshake:
response.type = protocol::ResponseHandshake;
response.protocol.version = protocol::Version;
break;
case protocol::RequestSetDeviceTransform:
driver->SetDeviceTransform(request.setDeviceTransform);
response.type = protocol::ResponseSuccess;
break;
default:
LOG("Invalid IPC request: %d", request.type);
break;
}
}
IPCServer::~IPCServer()
{
Stop();
}
void IPCServer::Run()
{
mainThread = std::thread(RunThread, this);
}
void IPCServer::Stop()
{
TRACE("IPCServer::Stop()");
if (!running)
return;
stop = true;
SetEvent(connectEvent);
mainThread.join();
running = false;
TRACE("IPCServer::Stop() finished");
}
IPCServer::PipeInstance *IPCServer::CreatePipeInstance(HANDLE pipe)
{
auto pipeInst = new PipeInstance;
pipeInst->pipe = pipe;
pipeInst->server = this;
pipes.insert(pipeInst);
return pipeInst;
}
void IPCServer::ClosePipeInstance(PipeInstance *pipeInst)
{
DisconnectNamedPipe(pipeInst->pipe);
CloseHandle(pipeInst->pipe);
pipes.erase(pipeInst);
delete pipeInst;
}
void IPCServer::RunThread(IPCServer *_this)
{
_this->running = true;
LPTSTR pipeName = TEXT(OPENVR_SPACECALIBRATOR_PIPE_NAME);
HANDLE connectEvent = _this->connectEvent = CreateEvent(0, TRUE, TRUE, 0);
if (!connectEvent)
{
LOG("CreateEvent failed in RunThread. Error: %d", GetLastError());
return;
}
OVERLAPPED connectOverlap;
connectOverlap.hEvent = connectEvent;
HANDLE nextPipe;
BOOL connectPending = CreateAndConnectInstance(&connectOverlap, nextPipe);
while (!_this->stop)
{
DWORD wait = WaitForSingleObjectEx(connectEvent, INFINITE, TRUE);
if (_this->stop)
{
break;
}
else if (wait == 0)
{
// When connectPending is false, the last call to CreateAndConnectInstance
// picked up a connected client and triggered this event, so we can simply
// create a new pipe instance for it. If true, the client was still pending
// connection when CreateAndConnectInstance returned, so this event was triggered
// internally and we need to flush out the result, or something like that.
if (connectPending)
{
DWORD bytesConnect;
BOOL success = GetOverlappedResult(nextPipe, &connectOverlap, &bytesConnect, FALSE);
if (!success)
{
LOG("GetOverlappedResult failed in RunThread. Error: %d", GetLastError());
return;
}
}
LOG("IPC client connected");
auto pipeInst = _this->CreatePipeInstance(nextPipe);
CompletedWriteCallback(0, sizeof protocol::Response, (LPOVERLAPPED) pipeInst);
connectPending = CreateAndConnectInstance(&connectOverlap, nextPipe);
}
else if (wait != WAIT_IO_COMPLETION)
{
printf("WaitForSingleObjectEx failed in RunThread. Error %d", GetLastError());
return;
}
}
for (auto &pipeInst : _this->pipes)
{
_this->ClosePipeInstance(pipeInst);
}
_this->pipes.clear();
}
BOOL IPCServer::CreateAndConnectInstance(LPOVERLAPPED overlap, HANDLE &pipe)
{
pipe = CreateNamedPipe(
TEXT(OPENVR_SPACECALIBRATOR_PIPE_NAME),
PIPE_ACCESS_DUPLEX | FILE_FLAG_OVERLAPPED,
PIPE_TYPE_MESSAGE | PIPE_READMODE_MESSAGE | PIPE_WAIT,
PIPE_UNLIMITED_INSTANCES,
sizeof protocol::Request,
sizeof protocol::Response,
1000,
0
);
if (pipe == INVALID_HANDLE_VALUE)
{
LOG("CreateNamedPipe failed. Error: %d", GetLastError());
return FALSE;
}
ConnectNamedPipe(pipe, overlap);
switch(GetLastError())
{
case ERROR_IO_PENDING:
// Mark a pending connection by returning true, and when the connection
// completes an event will trigger automatically.
return TRUE;
case ERROR_PIPE_CONNECTED:
// Signal the event loop that a client is connected.
if (SetEvent(overlap->hEvent))
return FALSE;
}
LOG("ConnectNamedPipe failed. Error: %d", GetLastError());
return FALSE;
}
void IPCServer::CompletedReadCallback(DWORD err, DWORD bytesRead, LPOVERLAPPED overlap)
{
PipeInstance *pipeInst = (PipeInstance *) overlap;
BOOL success = FALSE;
if (err == 0 && bytesRead > 0)
{
pipeInst->server->HandleRequest(pipeInst->request, pipeInst->response);
success = WriteFileEx(
pipeInst->pipe,
&pipeInst->response,
sizeof protocol::Response,
overlap,
(LPOVERLAPPED_COMPLETION_ROUTINE) CompletedWriteCallback
);
}
if (!success)
{
if (err == ERROR_BROKEN_PIPE)
{
LOG("IPC client disconnecting normally");
}
else
{
LOG("IPC client disconnecting due to error (via CompletedReadCallback), error: %d, bytesRead: %d", err, bytesRead);
}
pipeInst->server->ClosePipeInstance(pipeInst);
}
}
void IPCServer::CompletedWriteCallback(DWORD err, DWORD bytesWritten, LPOVERLAPPED overlap)
{
PipeInstance *pipeInst = (PipeInstance *) overlap;
BOOL success = FALSE;
if (err == 0 && bytesWritten == sizeof protocol::Response)
{
success = ReadFileEx(
pipeInst->pipe,
&pipeInst->request,
sizeof protocol::Request,
overlap,
(LPOVERLAPPED_COMPLETION_ROUTINE) CompletedReadCallback
);
}
if (!success)
{
LOG("IPC client disconnecting due to error (via CompletedWriteCallback), error: %d, bytesWritten: %d", err, bytesWritten);
pipeInst->server->ClosePipeInstance(pipeInst);
}
}
+53
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@@ -0,0 +1,53 @@
#pragma once
#include "../Protocol.h"
#include <thread>
#include <set>
#include <mutex>
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
class ServerTrackedDeviceProvider;
class IPCServer
{
public:
IPCServer(ServerTrackedDeviceProvider *driver) : driver(driver) { }
~IPCServer();
void Run();
void Stop();
private:
void HandleRequest(const protocol::Request &request, protocol::Response &response);
struct PipeInstance
{
OVERLAPPED overlap; // Used by the API
HANDLE pipe;
IPCServer *server;
protocol::Request request;
protocol::Response response;
};
PipeInstance *CreatePipeInstance(HANDLE pipe);
void ClosePipeInstance(PipeInstance *pipeInst);
static void RunThread(IPCServer *_this);
static BOOL CreateAndConnectInstance(LPOVERLAPPED overlap, HANDLE &pipe);
static void WINAPI CompletedReadCallback(DWORD err, DWORD bytesRead, LPOVERLAPPED overlap);
static void WINAPI CompletedWriteCallback(DWORD err, DWORD bytesWritten, LPOVERLAPPED overlap);
std::thread mainThread;
bool running = false;
bool stop = false;
std::set<PipeInstance *> pipes;
HANDLE connectEvent;
ServerTrackedDeviceProvider *driver;
};
@@ -0,0 +1,62 @@
#include "Logging.h"
#include "Hooking.h"
#include "InterfaceHookInjector.h"
#include "ServerTrackedDeviceProvider.h"
static ServerTrackedDeviceProvider *Driver = nullptr;
static Hook<void*(*)(vr::IVRDriverContext *, const char *, vr::EVRInitError *)>
GetGenericInterfaceHook("IVRDriverContext::GetGenericInterface");
static Hook<void(*)(vr::IVRServerDriverHost *, uint32_t, const vr::DriverPose_t &, uint32_t)>
TrackedDevicePoseUpdatedHook("IVRServerDriverHost005::TrackedDevicePoseUpdated");
static void DetourTrackedDevicePoseUpdated(vr::IVRServerDriverHost *_this, uint32_t unWhichDevice, const vr::DriverPose_t &newPose, uint32_t unPoseStructSize)
{
//TRACE("ServerTrackedDeviceProvider::DetourTrackedDevicePoseUpdated(%d)", unWhichDevice);
auto pose = newPose;
if (Driver->HandleDevicePoseUpdated(unWhichDevice, pose))
{
TrackedDevicePoseUpdatedHook.originalFunc(_this, unWhichDevice, pose, unPoseStructSize);
}
}
static void *DetourGetGenericInterface(vr::IVRDriverContext *_this, const char *pchInterfaceVersion, vr::EVRInitError *peError)
{
TRACE("ServerTrackedDeviceProvider::DetourGetGenericInterface(%s)", pchInterfaceVersion);
auto originalInterface = GetGenericInterfaceHook.originalFunc(_this, pchInterfaceVersion, peError);
std::string iface(pchInterfaceVersion);
if (iface == "IVRServerDriverHost_005")
{
if (!IHook::Exists(TrackedDevicePoseUpdatedHook.name))
{
TrackedDevicePoseUpdatedHook.CreateHookInObjectVTable(originalInterface, 1, &DetourTrackedDevicePoseUpdated);
IHook::Register(&TrackedDevicePoseUpdatedHook);
}
}
return originalInterface;
}
void InjectHooks(ServerTrackedDeviceProvider *driver, vr::IVRDriverContext *pDriverContext)
{
Driver = driver;
auto err = MH_Initialize();
if (err == MH_OK)
{
GetGenericInterfaceHook.CreateHookInObjectVTable(pDriverContext, 0, &DetourGetGenericInterface);
IHook::Register(&GetGenericInterfaceHook);
}
else
{
LOG("MH_Initialize error: %s", MH_StatusToString(err));
}
}
void DisableHooks()
{
IHook::DestroyAll();
MH_Uninitialize();
}
@@ -0,0 +1,10 @@
#pragma once
#include <openvr_driver.h>
class ServerTrackedDeviceProvider;
static void DetourTrackedDevicePoseUpdated(vr::IVRServerDriverHost * _this, uint32_t unWhichDevice, const vr::DriverPose_t & newPose, uint32_t unPoseStructSize);
void InjectHooks(ServerTrackedDeviceProvider *driver, vr::IVRDriverContext *pDriverContext);
void DisableHooks();
+28
View File
@@ -0,0 +1,28 @@
#define _CRT_SECURE_NO_DEPRECATE
#include "Logging.h"
#include <chrono>
FILE *LogFile;
void OpenLogFile()
{
LogFile = fopen("space_calibrator_driver.log", "a");
if (LogFile == nullptr)
{
LogFile = stderr;
}
}
tm TimeForLog()
{
auto now = std::chrono::system_clock::now();
auto nowTime = std::chrono::system_clock::to_time_t(now);
tm value;
auto tm = localtime_s(&value, &nowTime);
return value;
}
void LogFlush()
{
fflush(LogFile);
}
+24
View File
@@ -0,0 +1,24 @@
#pragma once
#include <cstdio>
#include <ctime>
extern FILE *LogFile;
void OpenLogFile();
tm TimeForLog();
void LogFlush();
#ifndef LOG
#define LOG(fmt, ...) do { \
tm logNow = TimeForLog(); \
fprintf(LogFile, "[%02d:%02d:%02d] " fmt "\n", logNow.tm_hour, logNow.tm_min, logNow.tm_sec, __VA_ARGS__); \
LogFlush(); \
} while (0)
#endif
#define TRACE(...) {}
#ifndef TRACE
#define TRACE LOG
#endif
@@ -0,0 +1,31 @@
#include "OpenVR-SpaceCalibratorDriver.h"
#include "ServerTrackedDeviceProvider.h"
#include "VRWatchdogProvider.h"
#include "Logging.h"
#include <cstdio>
#include <cstring>
#include <openvr_driver.h>
OPENVRSPACECALIBRATORDRIVER_API void *HmdDriverFactory(const char *pInterfaceName, int *pReturnCode)
{
TRACE("HmdDriverFactory(%s)", pInterfaceName);
static ServerTrackedDeviceProvider server;
static VRWatchdogProvider watchdog;
if (std::strcmp(vr::IServerTrackedDeviceProvider_Version, pInterfaceName) == 0)
{
return &server;
}
else if (std::strcmp(vr::IVRWatchdogProvider_Version, pInterfaceName) == 0)
{
return &watchdog;
}
if (pReturnCode)
{
*pReturnCode = vr::VRInitError_Init_InterfaceNotFound;
}
return nullptr;
}
@@ -0,0 +1,7 @@
#pragma once
#ifdef OPENVRSPACECALIBRATORDRIVER_EXPORTS
#define OPENVRSPACECALIBRATORDRIVER_API extern "C" __declspec(dllexport)
#else
#define OPENVRSPACECALIBRATORDRIVER_API extern "C" __declspec(dllimport)
#endif
@@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{A61324AD-CE32-46D1-A95E-7E28A6D8CCA7}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>OpenVRSpaceCalibratorDriver</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<TargetName>driver_01spacecalibrator</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
<TargetName>driver_01spacecalibrator</TargetName>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;_USRDLL;OPENVRSPACECALIBRATORDRIVER_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\lib\openvr;..\lib\MinHook\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>..\lib\MinHook\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>libMinHook-x64-v140-mdd.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>NDEBUG;_WINDOWS;_USRDLL;OPENVRSPACECALIBRATORDRIVER_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\lib\openvr;..\lib\MinHook\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>..\lib\MinHook\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>libMinHook-x64-v140-md.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="..\Protocol.h" />
<ClInclude Include="Hooking.h" />
<ClInclude Include="InterfaceHookInjector.h" />
<ClInclude Include="IPCServer.h" />
<ClInclude Include="Logging.h" />
<ClInclude Include="OpenVR-SpaceCalibratorDriver.h" />
<ClInclude Include="ServerTrackedDeviceProvider.h" />
<ClInclude Include="VRWatchdogProvider.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="dllmain.cpp">
<CompileAsManaged Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</CompileAsManaged>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
</PrecompiledHeader>
<CompileAsManaged Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</CompileAsManaged>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
</PrecompiledHeader>
</ClCompile>
<ClCompile Include="Hooking.cpp" />
<ClCompile Include="InterfaceHookInjector.cpp" />
<ClCompile Include="IPCServer.cpp" />
<ClCompile Include="Logging.cpp" />
<ClCompile Include="OpenVR-SpaceCalibratorDriver.cpp" />
<ClCompile Include="ServerTrackedDeviceProvider.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
@@ -0,0 +1,66 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;hm;inl;inc;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="OpenVR-SpaceCalibratorDriver.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Logging.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="ServerTrackedDeviceProvider.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="VRWatchdogProvider.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="IPCServer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\Protocol.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Hooking.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="InterfaceHookInjector.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="OpenVR-SpaceCalibratorDriver.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="dllmain.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Logging.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="ServerTrackedDeviceProvider.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="IPCServer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Hooking.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="InterfaceHookInjector.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>
@@ -0,0 +1,68 @@
#include "ServerTrackedDeviceProvider.h"
#include "Logging.h"
#include "InterfaceHookInjector.h"
vr::EVRInitError ServerTrackedDeviceProvider::Init(vr::IVRDriverContext *pDriverContext)
{
TRACE("ServerTrackedDeviceProvider::Init()");
VR_INIT_SERVER_DRIVER_CONTEXT(pDriverContext);
memset(transforms, 0, vr::k_unMaxTrackedDeviceCount * sizeof DeviceTransform);
InjectHooks(this, pDriverContext);
server.Run();
return vr::VRInitError_None;
}
void ServerTrackedDeviceProvider::Cleanup()
{
TRACE("ServerTrackedDeviceProvider::Cleanup()");
server.Stop();
DisableHooks();
VR_CLEANUP_SERVER_DRIVER_CONTEXT();
}
inline vr::HmdQuaternion_t operator*(const vr::HmdQuaternion_t &lhs, const vr::HmdQuaternion_t &rhs) {
return {
(lhs.w * rhs.w) - (lhs.x * rhs.x) - (lhs.y * rhs.y) - (lhs.z * rhs.z),
(lhs.w * rhs.x) + (lhs.x * rhs.w) + (lhs.y * rhs.z) - (lhs.z * rhs.y),
(lhs.w * rhs.y) + (lhs.y * rhs.w) + (lhs.z * rhs.x) - (lhs.x * rhs.z),
(lhs.w * rhs.z) + (lhs.z * rhs.w) + (lhs.x * rhs.y) - (lhs.y * rhs.x)
};
}
inline vr::HmdVector3d_t quaternionRotateVector(const vr::HmdQuaternion_t& quat, const double(&vector)[3]) {
vr::HmdQuaternion_t vectorQuat = { 0.0, vector[0], vector[1] , vector[2] };
vr::HmdQuaternion_t conjugate = { quat.w, -quat.x, -quat.y, -quat.z };
auto rotatedVectorQuat = quat * vectorQuat * conjugate;
return { rotatedVectorQuat.x, rotatedVectorQuat.y, rotatedVectorQuat.z };
}
void ServerTrackedDeviceProvider::SetDeviceTransform(const protocol::SetDeviceTransform &newTransform)
{
auto &tf = transforms[newTransform.openVRID];
tf.enabled = newTransform.enabled;
if (newTransform.updateTranslation)
tf.translation = newTransform.translation;
if (newTransform.updateRotation)
tf.rotation = newTransform.rotation;
}
bool ServerTrackedDeviceProvider::HandleDevicePoseUpdated(uint32_t openVRID, vr::DriverPose_t &pose)
{
auto &tf = transforms[openVRID];
if (tf.enabled)
{
pose.qWorldFromDriverRotation = tf.rotation * pose.qWorldFromDriverRotation;
vr::HmdVector3d_t rotatedTranslation = quaternionRotateVector(tf.rotation, pose.vecWorldFromDriverTranslation);
pose.vecWorldFromDriverTranslation[0] = rotatedTranslation.v[0] + tf.translation.v[0];
pose.vecWorldFromDriverTranslation[1] = rotatedTranslation.v[1] + tf.translation.v[1];
pose.vecWorldFromDriverTranslation[2] = rotatedTranslation.v[2] + tf.translation.v[2];
}
return true;
}
@@ -0,0 +1,52 @@
#pragma once
#include "IPCServer.h"
#include <openvr_driver.h>
class ServerTrackedDeviceProvider : public vr::IServerTrackedDeviceProvider
{
public:
////// Start vr::IServerTrackedDeviceProvider functions
/** initializes the driver. This will be called before any other methods are called. */
virtual vr::EVRInitError Init(vr::IVRDriverContext *pDriverContext) override;
/** cleans up the driver right before it is unloaded */
virtual void Cleanup() override;
/** Returns the version of the ITrackedDeviceServerDriver interface used by this driver */
virtual const char * const *GetInterfaceVersions() { return vr::k_InterfaceVersions; }
/** Allows the driver do to some work in the main loop of the server. */
virtual void RunFrame() { }
/** Returns true if the driver wants to block Standby mode. */
virtual bool ShouldBlockStandbyMode() { return false; }
/** Called when the system is entering Standby mode. The driver should switch itself into whatever sort of low-power
* state it has. */
virtual void EnterStandby() { }
/** Called when the system is leaving Standby mode. The driver should switch itself back to
full operation. */
virtual void LeaveStandby() { }
////// End vr::IServerTrackedDeviceProvider functions
ServerTrackedDeviceProvider() : server(this) { }
void SetDeviceTransform(const protocol::SetDeviceTransform &newTransform);
bool HandleDevicePoseUpdated(uint32_t openVRID, vr::DriverPose_t &pose);
private:
IPCServer server;
struct DeviceTransform
{
bool enabled = false;
vr::HmdVector3d_t translation;
vr::HmdQuaternion_t rotation;
};
DeviceTransform transforms[vr::k_unMaxTrackedDeviceCount];
};
@@ -0,0 +1,19 @@
#pragma once
#include <openvr_driver.h>
class VRWatchdogProvider : public vr::IVRWatchdogProvider
{
/** initializes the driver in watchdog mode. */
virtual vr::EVRInitError Init(vr::IVRDriverContext *pDriverContext)
{
VR_INIT_WATCHDOG_DRIVER_CONTEXT(pDriverContext);
return vr::VRInitError_None;
}
/** cleans up the driver right before it is unloaded */
virtual void Cleanup()
{
VR_CLEANUP_WATCHDOG_DRIVER_CONTEXT()
}
};
+24
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@@ -0,0 +1,24 @@
#include "Logging.h"
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <cstdio>
BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
OpenLogFile();
LOG("OpenVR-SpaceCalibratorDriver loaded");
break;
case DLL_PROCESS_DETACH:
LOG("OpenVR-SpaceCalibratorDriver unloaded");
break;
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
break;
}
return TRUE;
}
+79
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@@ -0,0 +1,79 @@
#pragma once
#include <cstdint>
#ifndef _OPENVR_API
#include <openvr_driver.h>
#endif
#define OPENVR_SPACECALIBRATOR_PIPE_NAME "\\\\.\\pipe\\OpenVRSpaceCalibratorDriver"
namespace protocol
{
const uint32_t Version = 1;
enum RequestType
{
RequestInvalid,
RequestHandshake,
RequestSetDeviceTransform,
};
enum ResponseType
{
ResponseInvalid,
ResponseHandshake,
ResponseSuccess,
};
struct Protocol
{
uint32_t version = Version;
};
struct SetDeviceTransform
{
uint32_t openVRID;
bool enabled;
bool updateTranslation;
bool updateRotation;
vr::HmdVector3d_t translation;
vr::HmdQuaternion_t rotation;
SetDeviceTransform(uint32_t id, bool enabled) :
openVRID(id), enabled(enabled), updateTranslation(false), updateRotation(false) { }
SetDeviceTransform(uint32_t id, bool enabled, vr::HmdVector3d_t translation) :
openVRID(id), enabled(enabled), updateTranslation(true), updateRotation(false), translation(translation) { }
SetDeviceTransform(uint32_t id, bool enabled, vr::HmdQuaternion_t rotation) :
openVRID(id), enabled(enabled), updateTranslation(false), updateRotation(true), rotation(rotation) { }
SetDeviceTransform(uint32_t id, bool enabled, vr::HmdVector3d_t translation, vr::HmdQuaternion_t rotation) :
openVRID(id), enabled(enabled), updateTranslation(true), updateRotation(true), translation(translation), rotation(rotation) { }
};
struct Request
{
RequestType type;
union {
SetDeviceTransform setDeviceTransform;
};
Request() : type(RequestInvalid) { }
Request(RequestType type) : type(type) { }
};
struct Response
{
ResponseType type;
union {
Protocol protocol;
};
Response() : type(ResponseInvalid) { }
Response(ResponseType type) : type(type) { }
};
}
+30 -58
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@@ -1,75 +1,47 @@
<picture>
<source media="(prefers-color-scheme: dark)" srcset="https://github.com/hyblocker/OpenVR-SpaceCalibrator/blob/develop/.github/logo_light.png?raw=true">
<source media="(prefers-color-scheme: light)" srcset="https://github.com/hyblocker/OpenVR-SpaceCalibrator/blob/develop/.github/logo_dark.png?raw=true">
<img alt="Space Calibrator" src="https://github.com/hyblocker/OpenVR-SpaceCalibrator/blob/develop/.github/logo.png?raw=true">
</picture>
# OpenVR Space Calibrator
This program is designed to allow you to synchronise multiple playspaces with one another in SteamVR. This fork of Space Calibrator (spacecal) also supports [continuous calibration](#continuous-calibration).
Use tracked VR devices from one company with any other.
Continuous calibration is a tracking mode which automatically aligns playspaces together, using a tracker on the headset.
This is **experimental software** and may not work for your setup. It's well-tested for the Rift with Vive trackers though, with a community of a few hundred users ([Discord][]). It also seems to work for various HMDs (Windows MR, Rift) with Vive controllers and Knuckles prototypes. A quick video of how this works using an old version (~v0.3) is available at https://www.youtube.com/watch?v=W3TnQd9JMl4.
This version of Space Calibrator 2.0 has been rewritten from the ground up for improved robustness, QOL improvements and less tracking issues, amongst others. For a list of differences compared with other versions, please see [the features list](#features)
[Discord]: https://discord.gg/m7g2Wyj
## Installing
### Install
### Steam
Before following the directions below, download and run the installer for the [latest release](https://github.com/pushrax/OpenVR-SpaceCalibrator/releases). This will automatically set up SteamVR for use with multiple tracking systems (`activateMultipleDrivers: true`).
> [!NOTE]
> **Space Calibrator is also available on Steam.**
### Usage
You may find [Space Calibrator on Steam here](https://s.team/a/3368750).
Once Space Calibrator has a calibration, it works in the background to keep your devices configured correctly. Since v0.8, everything aside from creating the calibration is automated.
### From GitHub
### Calibration
To install Space Calibrator, please get the latest installer from the downloads page, and install it. Make sure that you have:
- Installed [Visual C++ Redistributable](https://aka.ms/vs/17/release/vc_redist.x64.exe).
- Installed SteamVR and run it at least once with a VR headset connected.
- SteamVR is not running before you run the installer. If SteamVR is running the installer will not be able to install Space Calibrator correctly.
As part of first time setup, or when you make a change to your space (e.g. move a sensor), and occasionally as the calibration drifts over time (consumer VR tracking isn't perfectly stable), you'll need to run a calibration:
## Calibration
1. Copy the chaperone/guardian bounds from your HMD's play space. This doesn't need to be run if your HMD's play space hasn't changed since last time you copied it. __Example:__ if you're using the Rift with Vive trackers and you bump a Vive lighthouse, or if the calibration has just drifted a little, you likely don't need to run this step, but if you bump an Oculus sensor you will (after running Oculus guardian setup again).
1. Run SteamVR, with only devices from your HMD's tracking system powered on. __Example:__ for Rift with Vive trackers, don't turn on the trackers yet.
2. Confirm your chaperone/guardian is set up with the walls in the right place. If you change it later, you need to run step again.
3. Open SPACE CAL in the SteamVR dashboard overlay.
4. Click `Copy Chaperone Bounds to profile`
If you do not wish to use continuous calibration, you will have to use regular calibration. This means that every so often you will have to sync your headset's playspace with your tracker's playspace.
2. Calibrate devices.
1. Open SteamVR if you haven't already. Turn on some or all your devices.
2. Open SPACE CAL in the SteamVR dashboard overlay.
3. Select one device from the reference space on the left and one device from the target space on the right. If you turned on multiple devices from one space and can't tell which one is selected, click "Identify selected devices" to blink an LED or vibrate it. __Example:__ for Rift with Vive trackers, you'll see the Touch controllers on the left, and Vive trackers on the right. __Pro tip:__ if you turn on just one Vive tracker, you don't have to figure out which one is selected.
4. Hold these two devices in one hand, like they're glued together. If they slip, calibration won't work as well.
5. Click `Start Calibration`
6. Move and rotate your hand around slowly a few times, like you're calibrating the compass on your phone. You want to sample as many orientations as possible.
7. Done! A profile will be saved automatically. If you haven't already, turn on all your devices. Space Calibrator will automatically apply the calibration to devices as they turn on.
To calibrate:
1. Copy the chaperone/guardian bounds from your HMD's play space
> You will only have to do this once. Connect your VR headset and start SteamVR. Then go to space calibrator's window (it will be minimised), and click the "Copy Chaperone" button.
### Calibration outside VR
2. Open the SteamVR dashboard. At the bottom, click on the Space Calibrator icon.
3. In the Space Calibrator overlay, you'll see two lists at the top. On the left `Reference Space` column, select the controller you'll be calibrating along (e.g. Quest controller, Pico controller). On the right `Target Space`, select your SteamVR tracker (e.g. Vive Ultimate Tracker, Vive Tracker 3.0, Vive Ultimate Tracker). You can use the Identify button to make the controllers blink and tracker LEDs flash to see if you've selected the correct ones.
4. Click the "Start calibration" button, and start calibrating.
You can calibrate without using the dashboard overlay by unminimizing Space Calibrator after opening SteamVR (it starts minimized). This is required if you're calibrating for a lone HMD without any devices in its tracking system.
## Continuous Calibration
### Compiling your own build
> [!IMPORTANT]
> **A tracker attached on your headset is required for this.**
Open `OpenVR-SpaceCalibrator.sln` in Visual Studio 2015 and build. There are no external dependencies.
To enable continuous calibration mode, first select your headset on the left column, then the tracker on your headset on the right column. Once you've done so, click `Start Calibration`, and click cancel. Then click `Continuous Calibration` to enable continuous calibration.
### The math
1. Start SteamVR with the VR headset you wish to use.
2. Turn on **ONLY** the tracker which is attached on the VR headset.
3. Select the VR headset and tracker and calibrate.
4. Turn on your other devices.
5. You should see them line up with you as you after moving around your playspace for a bit for an initial calibration.
## Features
This version has been rewritten from scratch. It shares little code with the original repository but keeps similar ideas.
Major features:
- The UI has been reworked substantially to improve UX. The goal is to reduce the need of tutorials and have the app explain how to calibrate and what one may do to improve calibrations directly in app rather than elsewhere.
- Calibrations are now more streamlined. The calibration logic has been simplified to attempt minimising the chances of erroneous data being injected into a calibration sequence yielding poor calibrations.
- Calibrations now require you to move around by default. The app will ignore data without enough movement to minimise the chances of poor calibrations arising due to a lack of movement.
- Continuous calibration has been improved to reduce the frequency of mis-calibrations as much as possible.
- Relative calibrations. The aim is to re-formulate how a calibration is stored so that it is now relative to your headset, meaning that if your headset drifts your trackers would along with it, hiding the drift entirely.
- Made calibrating require a minimum amount of movement to ensure that a calibration is valid. This is to improve the success rate of most calibrations.
- Robust logging. Logs are saved at `%APPDATA%/space-calibrator/logs` on Windows, and `~/.local/share/space-calibrator/logs` on Linux.
- Settings are saved to a JSON file at `%APPDATA%/space-calibrator/config.json` on Windows, and `~/.local/share/space-calibrator/config.json` on Linux.
- Linux support. The codebase can now be compiled for Linux x64 amd arm64. Official support assumes Steam Runtime 4, compatibility with other distributions is NOT guaranteed. This is not thoroughly tested but contributions / bug reports are appreciated.
- Space Calibration now supports translations. The app will default to showing text in your system language, and you may override it from the Settings page. For guidance regarding contributing translations please see [TRANSLATING.md](https://github.com/hyblocker/OpenVR-SpaceCalibrator/blob/develop/TRANSLATING.md)
- The UI renderer has been upgraded and now supports either OpenGL, DirectX11 (on Windows only) or Vulkan 1.3. The app will default to DirectX11 on Windows and Vulkan on Linux. This is to reduce issues for end users on buggy GPU drivers causing the app to fail to launch. You can override the renderer by passing `--renderer <opengl|dx11|vulkan>` as launch arguments.
- Base Station management has been integrated into the app to allow you to control them without 3rd party software.
- More things that aren't mentioned here.
## Help
If you need help with setting up this program, please check the [wiki](https://github.com/pushrax/OpenVR-SpaceCalibrator/wiki), or join the [Discord server](https://discord.gg/ja3WgNjC3z).
See [math.pdf](https://github.com/pushrax/OpenVR-SpaceCalibrator/blob/master/math.pdf) for details.
If you have some ideas for how to improve the calibration process, let me know!
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# Translating
The ground truth translation will always be available at `assets/en_GB.json`. If you notice that something is different there when compared to the language you're translating please use the `en_GB` file as reference.
Translations are authored in JSON. They're a key value pair of IDs to the text:
```json
{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - close VR overlay to use mouse", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "No tracked devices present. Please turn on a device to continue.", /* Should never be hit but you never know */
"ipc_unavailable": "Failed to connect to Space Calibrator SteamVR driver. Please verify file integrity in Properties -> Installed Files, or re-install the app.",
"steamvr_unavailable": "Failed to connect to SteamVR.",
"vr_troubleshooting_hmd_not_found": "Please connect your VR headset and launch SteamVR first.",
"vr_troubleshooting_connect_steamlink": "Please open SteamLink on your VR headset and connect to SteamVR first.",
"vr_troubleshooting_generic": "Please connect your VR headset and launch SteamVR first. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
// space here refers to a tracking space / tracking system.
"reference_space": "Reference space",
"target_space": "Target space",
"select_reference_device": "Select reference device",
"select_target_device": "Select target device"
}
```
The format supports comments, which are usually used to inform you of what numbered arguments are.
Text formatting may use `{N}`, where `N` is a numbered argument so that you can re-order text to make grammatical sense in your language of choice.
For example, you can write: `Arg0: {0} arg1: {1}` ; and itll appear as `Arg0: foo arg1: bar` or `Arg0: {1} arg1: {0}` which appears as `Arg0: bar arg1: foo`.
You can experiment with translations by making a `json` file matching a locale string at `<SPACECAL-DIR>/assets/lang/en_GB.json`
Missing strings will fall back to their respective English strings. For example, if you are editing `it.json` and forgot to add the string `reference_space`, the app will show the English value to the user.
You should also translate the languages block at the bottom of the file. This section is used to present the name of the language to the user in the language selection dropdown in the current language and the language itself. For example, if the user currently has Japanese selected, the entry for French would read as `フランス語 (Français)` in the dropdown.
The supported languages right now are:
- `en_GB.json` (maintained by me, consider it ground truth)
- `en_US.json` English (US)
- `fr.json` French
- `it.json` Italian
- `de.json` German
- `nl.json` Dutch (missing)
- `es_ES.json` Spanish (Spain)
- `es_US.json` Spanish (Latin America) (missing)
- `da.json` Danish (missing)
- `sv.json` Swedish (missing)
- `fi.json` Finnish (missing)
- `no.json` Norwegian
- `bg.json` Bulgarian (missing)
- `pl.json` Polish
- `cs.json` Czech (missing)
- `el.json` Greek (missing)
- `hu.json` Hungarian
- `pt_PT.json` Portuguese (Portugal) (missing)
- `pt_BR.json` Portuguese (Brazil) (missing)
- `ro.json` Romanian (missing)
- `ru.json` Russian
- `tr.json` Turkish (missing)
- `uk.json` Ukrainian (missing)
- `zh_HANS.json` Chinese (Simplified)
- `zh_HANT.json` Chinese (Traditional) (missing)
- `ja.json` Japanese
- `ko.json` Korean
- `th.json` Thai (missing)
- `vi.json` Vietnamese (missing)
These files must live at `<SPACECAL-DIR>/assets/lang/<LANGUAGE>.json`.
Languages with `(missing)` have not been translated yet. If you know the language, feel free to make a translation. Note that machine generated translations (eg AI, Google Translate) will be rejected indiscriminately.
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Copyright 2016 The M+ Project Authors.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
Binary file not shown.
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-93
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@@ -1,93 +0,0 @@
Copyright 2014-2021 Adobe (http://www.adobe.com/), with Reserved Font Name 'Source'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
Binary file not shown.
Binary file not shown.
-93
View File
@@ -1,93 +0,0 @@
Copyright 2014-2021 Adobe (http://www.adobe.com/), with Reserved Font Name 'Source'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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Copyright 2014-2021 Adobe (http://www.adobe.com/), with Reserved Font Name 'Source'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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Copyright 2020 The Poppins Project Authors (https://github.com/itfoundry/Poppins)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - VR-Overlay schließen, um die Maus zu verwenden", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "Keine Geräte vorhanden. Bitte schalte ein Gerät ein, um fortzufahren", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Etwas ist katastrophal schiefgelaufen! Bitte melde dies dem Entwickler auf GitHub oder in den Steam-Diskussionen, damit es behoben werden kann.",
"ipc_unavailable": "Die Verbindung zum Space Calibrator SteamVR-Treiber konnte nicht hergestellt werden. Bitte überprüfe die Dateiintegrität unter „Eigenschaften“ > „Installierte Dateien“ > „Softwaredateien auf Fehler überprüfen“ oder installiere die App neu.",
"steamvr_unavailable": "Verbindungsfehler mit SteamVR.",
"vr_troubleshooting_hmd_not_found": "Bitte verbinde erst dein VR-Headset und starte SteamVR.",
"vr_troubleshooting_connect_steamlink": "Bitte erst SteamLink auf dem VR-Headset öffnen und mit SteamVR verbinden.",
"vr_troubleshooting_generic": "Bitte verbinde erst dein VR-Headset und starte SteamVR. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Kalibrierung",
"calibration_count_none": "Keine Kalibrierung. Bitte starte eine neue Kalibrierung.", // Shown when there are no calibrations active
"calibration_new": "Neue Kalibrierung",
"calibration_delete": "Lösche Kalibrierung",
"calibration_next": "Nächste Kalibrierung",
"calibration_previous": "Vorherige Kalibrierung",
"calibration_status_none": "Keine aktive Kalibrierung",
"calibration_status_none_description": "Bitte wähle Geräte aus, um mit der Kalibrierung zu starten.",
"calibration_status_edit": "Editiere Kalibrierung",
"calibration_status_edit_description": "Aktuelle Kalibrierung wird bearbeitet.",
"calibration_status_continuous": "Kontinuierliche Kalibrierung",
"calibration_status_continuous_description": "Du hast eine aktive Kalibrierung. Verwende einen befestigten Tracker, um alle paar Sekunden automatisch neu zu kalibrieren.",
"calibration_status_standard": "Standard-Kalibrierung",
"calibration_status_standard_description": "Du hast eine aktive Kalibrierung. Bei Auftreten von Drift musst du eventuell neu kalibrieren.",
// space here refers to a tracking space / tracking system.
"reference_device": "Referenzgerät",
"reference_device_description": "Das Gerät, mit dem du kalibrierst, meistens dein VR-Headset oder ein Kontroller.",
"target_device": "Zielgerät",
"target_device_description": "Dieses Gerät wird genutzt, um deine Tracker oder Kontroller auszurichten.",
"select_reference_device": "Referenzgerät auswählen",
"select_target_device": "Zielgerät auswählen",
"identify_selected_devices": "Ausgewählte Geräte identifizieren (LED blinkt oder vibriert)",
"identify_auto_detect_devices": "Geräte automatisch erkennen",
"calibration_error_reference_hmd_missing": "Zielgerät vom Tracking-System \"{0}\" konnte nicht gefunden werden. Du musst eventuell neu kalibrieren.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Stage Tracking ist deaktiviert! Für ein besseres Ergebniss öffne auf deinem VR-Headset das Virtual-Desktop-Menü, geh auf den Reiter „Streaming“ und aktiviere „Spielfläche zentrieren (Stage Tracking)“.",
"calibration_warning_stage_tracking_disabled_ignore_button": "Nicht mehr anzeigen",
"calibration_action_start": "Standard-Kalibrierung",
"calibration_action_clear": "Kalibrierung zurücksetzen",
"calibration_action_continuous": "Kontinuierliche Kalibrierung",
"calibration_action_edit": "Kalibrierung bearbeiten",
"save_calibration_profile": "Profil speichern",
"calibration_progress": "Kalibrierungsfortschritt",
"calibration_info_move_around_insufficient_samples": "Halte die ausgewählten Geräte fest zusammen und geh durch deinen Spielbereich, während du sie sanft in Form einer Achter-Bewegung drehst.",
"calibration_speed": "Kalibrierungsgeschwindigkeit",
"calibration_speed_description": "Wie lange die Kalibrierung dauert. Langsamere Kalibrierungen sind meistens genauer.",
"calibration_speed_fast": "Schnell",
"calibration_speed_slow": "Langsam",
"calibration_speed_very_slow": "Sehr langsam",
/* Editing calibrations */
"edit_calibration_rotation": "Rotation",
"edit_calibration_position": "Position (m)",
"edit_calibration_yaw": "Yaw",
"edit_calibration_pitch": "Pitch",
"edit_calibration_roll": "Roll",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Skalierung (m)",
"continuous_hide_tracker": "Zielgerät vor Apps verstecken",
"continuous_relative_calibration": "Relative Kalibrierung aktivieren",
"continuous_relative_calibration_description": "Macht die Kalibrierung relativ zum Referenzgerät (meistens dein Headset), sodass sie sich in jedem Frame aktualisiert, ohne dass du neu kalibrieren musst. Das ERFORDERT eine kontinuierliche Kalibrierung.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "Keines", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Kalibrierung",
"tab_page_graphs": "Diagramme",
"tab_page_base_station_management": "Basisstationen",
"tab_page_settings": "Einstellungen",
"tab_page_debug": "Debug",
"tab_page_learn": "Anleitung",
"tab_page_about": "Über",
/* graphs */
"graphs_title": "Diagramme",
/* base stations */
"base_stations_title": "Basisstationen-Verwaltung",
"base_stations_no_bluetooth": "Kein gültiger Bluetooth-Adapter gefunden. Bitte schließe ein BLE-fähiges Bluetooth-Gerät an, um die Basisstationen-Verwaltung zu nutzen.",
"base_stations_none_found": "Keine Basisstationen erkannt. Falls du welche hast, stelle sicher, dass sie eingeschaltet sind.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Kanal-Kollision erkannt! Das führt zu Tracking-Problemen. Jede deiner Basisstationen sollte einen eigenen Kanal nutzen.",
"base_stations_state_sleep": "Ruhezustand",
"base_stations_state_standby": "Standby",
"base_stations_state_active": "Aktiv",
"base_stations_state_unknown": "Unbekannt",
"base_stations_state_faulty": "Fehlerhaft",
"base_stations_channel_select_label": "Wähle einen Basisstationen-Kanal:",
"base_stations_active_channel": "Kanal {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Name",
/* actions */
"base_stations_action_wake_all": "Alle aufwecken",
"base_stations_action_sleep_all": "Alle in den Ruhezustand versetzen",
"base_stations_action_fix_collisions": "Kanal-Kollisionen beheben",
"base_stations_btn_wake": "Aufwecken",
"base_stations_btn_standby": "Standby",
"base_stations_btn_sleep": "Ruhezustand",
"base_stations_btn_edit": "Bearbeiten",
"base_stations_btn_save": "Speichern",
"base_station_power_management": "Energieverwaltung der Basisstationen",
"base_stations_power_mgmt_enable": "Energieverwaltung aktivieren *",
"base_stations_power_mgmt_enable_description_standby": "Eingeschaltete Basisstationen wechseln in den Standby-Modus, wenn SteamVR ausgeschaltet wird und wachen wieder auf, sobald SteamVR startet.",
"base_stations_power_mgmt_enable_description_sleep": "Eingeschaltete Basisstationen wechseln in den Ruhezustand, wenn SteamVR ausgeschaltet wird und wachen wieder auf, sobald SteamVR startet.",
"base_stations_power_mgmt_on_startup": "Basisstationen beim Start von SteamVR einschalten",
"base_stations_power_mgmt_on_startup_description": "Ausgeschaltete Basisstationen wachen auf, sobald SteamVR startet.",
"base_stations_power_mgmt_on_shutdown": "Basisstationen beim Beenden von SteamVR ausschalten",
"base_stations_power_mgmt_on_shutdown_description": "Eingeschaltete Basisstationen werden ausgeschaltet, wenn SteamVR ausgeschaltet wird.",
"base_stations_power_mgmt_standby": "Standby",
"base_stations_power_mgmt_standby_description": "Basisstationen schalten nur ihre Laser aus, um schneller wieder aufzuwachen, wenn SteamVR startet. Das ist bei Basisstation-1.0-Modellen und einigen 2.0-Modellen nicht verfügbar – in diesen Fällen wird der Ruhezustand genutzt.",
"base_stations_power_mgmt_sleep": "Ruhezustand",
"base_stations_power_mgmt_sleep_description": "Basisstationen schalten ihre Laser und Motoren komplett aus.",
"base_stations_power_mgmt_warning": "* NICHT EMPFOHLEN für gemeinsam genutzte Spielbereiche mit mehreren SteamVR-Nutzern.",
/* settings */
"settings_title": "Einstellungen",
"settings_advanced": "Erweiterte Einstellungen",
"settings_advanced_description": "Zeigt zusätzliche Einstellungen und Steuerelemente zur Feinabstimmung für erfahrene Nutzer an.",
"settings_calibrate_motion_vectors": "Bewegungsvektoren kalibrieren",
"settings_calibrate_motion_vectors_description": "Verbessert die Bewegungsvorhersage für ein direkteres Tracking. Kann sich auf physikintensive Spiele auswirken.",
"settings_autofix_playspace_jumps": "Spielflächen-Sprünge automatisch korrigieren",
"settings_autofix_playspace_jumps_description": "Versucht plötzliche Sprünge beim Spielflächen-Tracking automatisch zu erkennen und zu korrigieren.",
"settings_enforce_minimum_rotation_variance": "Minimale Rotationsvarianz erzwingen",
"settings_enforce_minimum_rotation_variance_description": "Verwirft automatisch Messwerte mit zu ähnlicher Drehung, um die Kalibrierungsqualität zu verbessern.",
"settings_locale": "Sprache",
"settings_reset": "Alle Einstellungen zurücksetzen",
"settings_reset_description": "Setzt alle Einstellungen auf die Standardwerte zurück. Das ist dauerhaft und kann nicht rückgängig gemacht werden.",
"settings_reset_confirm": "Diese Änderung ist dauerhaft und kann nicht rückgängig gemacht werden. Bist du sicher, dass du fortfahren möchtest?",
"settings_reset_yes": "Ja",
"settings_reset_no": "Nein",
/* about */
"about_title": "Über",
"about_description": "Space Calibrator ist ein kostenloses Open-Source-Tool, mit dem du Geräte verschiedener Hersteller zusammen mit SteamVR nutzen kannst.",
"about_view_source_info": "Du kannst dir den Quellcode auf dem GitHub-Repository ansehen.",
"about_contributors_title": "Mitwirkende",
"about_contributors_description": "Space Calibrator wurde mit der Hilfe folgender Personen möglich gemacht:",
"about_translators_title": "Übersetzer",
"about_translators_description": "Space Calibrator wurde von folgenden Personen übersetzt:",
"about_licenses_title": "Lizenzen",
"about_licenses_description": "Dieses Programm steht unter der MIT-Lizenz. Andere Abhängigkeiten stehen unter anderen Lizenzen. Bitte schau dir die Lizenzen unten für weitere Informationen an.",
"about_link_github": "GitHub",
"about_link_discord": "Discord-Server",
"about_link_logs_dir": "Log-Ordner",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Eine andere Instanz von Space Calibrator ist bereits vorhanden",
"troubleshoot_diagnosis_legacy_ipc_found_description": "Eine widersprüchliche Version von Space Calibrator läuft gerade. Du musst sie deinstallieren, um diese Anwendung nutzen zu können. Möchtest du sie automatisch entfernen?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Eine andere Instanz von Space Calibrator ist bereits vorhanden",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Eine andere Version von Space Calibrator ist derzeit installiert. Möchtest du sie entfernen?",
"troubleshoot_action_yes": "Ja",
"troubleshoot_action_no": "Nein",
"troubleshoot_action_quit": "Beenden",
/* tutorial */
"learn_title": "Anleitung",
"learn_card_standard_calibration": "Standard-Kalibrierung",
"learn_card_standard_calibration_description": "Lerne, wie du ein Gerätepaar kalibrierst.",
"learn_card_continuous_calibration": "Kontinuierliche Kalibrierung",
"learn_card_continuous_calibration_description": "Kalibriere regelmäßig nach, um Drift während der Session entgegenzuwirken.",
"learn_card_base_station_management": "Basisstationen-Verwaltung",
"learn_card_base_station_management_description": "Steuere deine SteamVR-Basisstationen drahtlos.",
"learn_card_ui_tour": "UI-Tour",
"learn_card_ui_tour_description": "Ein Überblick über die Benutzeroberfläche von Space Calibrator.",
"learn_action_back": "Zurück",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Die Standard-Kalibrierung richtet zwei Tracking-Systeme aufeinander aus, damit deine VR-Geräte im selben physischen Spielbereich zusammenarbeiten.",
"learn_page_standard_select_devices_title": "Wähle deine Geräte aus",
"learn_page_standard_select_devices_desc": "Bevor es losgeht, muss die App wissen, welche zwei Geräte du kalibrieren möchtest.",
"learn_page_standard_ref_device": "Referenzgerät: Das Gerät, an dem ausgerichtet wird – meistens ein Kontroller.",
"learn_page_standard_target_device": "Zielgerät: Das noch nicht ausgerichtete Gerät, das du kalibrierst – typischerweise ein Tracker oder Ähnliches.",
"learn_page_standard_perform_title": "Kalibrierung durchführen",
"learn_page_standard_perform_step1": "Halte beide Geräte fest zusammen in einer Hand. Halte sie so fest wie möglich, damit sie sich während des Kalibrierungsvorgangs nicht bewegen.",
"learn_page_standard_perform_step2": "Klicke auf die Schaltfläche „Standard-Kalibrierung“, um mit dem Kalibrieren zu beginnen.",
"learn_page_standard_perform_step3": "Bewege dich in deinem Raum, während du die Geräte in einer Achter-Bewegung drehst, wie unten abgebildet.",
"learn_page_standard_speeds_title": "Kalibrierungsgeschwindigkeiten",
"learn_page_standard_speeds_desc": "Du kannst optional die Kalibrierungsgeschwindigkeit ändern, um festzulegen, wie viel Bewegung nötig ist. Mehr Bewegung führt meist zu einer besseren Qualität.",
"learn_page_standard_speed_fast": "Schnell: Dauert nicht so lange, kann aber zu einer schlechteren Kalibrierung führen.",
"learn_page_standard_speed_slow": "Langsam / Sehr langsam: Dauert länger, führt aber meistens zu genaueren Kalibrierungen.",
"learn_page_standard_completion_note": "Sobald der Fortschrittsbalken voll ist, sollten deine Geräte in VR sofort ausgerichtet sein. Falls nicht, versuche es einfach noch einmal.",
"learn_page_standard_drift_title": "Ein Hinweis zum Drift",
"learn_page_standard_drift_desc": "Mit der Zeit können deine Geräte driften, wodurch die Kalibrierung nicht mehr stimmt. In dem Fall musst du neu kalibrieren. Wenn das häufig passiert, solltest du die kontinuierliche Kalibrierung ausprobieren.",
"learn_page_continuous_desc1": "Wenn du merkst, dass sich deine Geräte beim Spielen langsam verschieben, verdrehen oder aus der Position driften, ist die kontinuierliche Kalibrierung die Lösung dafür.",
"learn_page_continuous_desc2": "Anstatt dich dazu zu zwingen, ständig anzuhalten und manuell nachzukalibrieren, hält die kontinuierliche Kalibrierung dein Tracking im Hintergrund automatisch synchron.",
"learn_page_continuous_note_title": "Hinweis",
"learn_page_continuous_note_desc": "Für diese Funktion WIRD ein am Headset befestigter, eigener Tracker benötigt.",
"learn_page_continuous_desc3": "Die kontinuierliche Kalibrierung versucht, deine Geräte ständig nachzukalibrieren, um jeglichen Drift zu beseitigen. Sobald sie eingerichtet ist, musst du dir meist keine Gedanken mehr darüber machen.",
"learn_page_continuous_setup_instructions": "Um die kontinuierliche Kalibrierung einzurichten, wähle zuerst deine Geräte wie auf der Seite „Standard-Kalibrierung“ beschrieben aus. Wähle dein Headset als Referenzgerät und den Kalibrierungs-Tracker als Zielgerät. Klicke dann auf die Schaltfläche „Kontinuierliche Kalibrierung“, um zu starten. Es kann etwas dauern, bis die erste Kalibrierung abgeschlossen ist – bewege dich also ein wenig, damit die App dein Tracking erfassen kann!",
"learn_page_continuous_should_use_title": "Solltest du die kontinuierliche Kalibrierung nutzen?",
"learn_page_continuous_should_use_standard": "Nutze die Standard-Kalibrierung, wenn du keinen zusätzlichen Tracker am Headset hast, keine sehr langen VR-Sessions machst oder es dir nichts ausmacht, bei Drift ab und zu manuell nachzukalibrieren.",
"learn_page_continuous_should_use_continuous": "Nutze die kontinuierliche Kalibrierung, wenn du dich praktisch nie wieder um Drift kümmern willst. Das wird empfohlen, wenn du viel Zeit in VR verbringst oder im Laufe der Zeit starken Drift bemerkst.",
"learn_page_continuous_physical_setup_title": "Physisches Setup (Tracker am Headset befestigen)",
"learn_page_continuous_physical_setup_desc1": "Für die kontinuierliche Kalibrierung benötigst du einen eigenen Tracker, der an deinem VR-Headset angebracht ist. Je nach Headset und Tracker gibt es dafür verschiedene Halterungen. Im Internet findest du oft passende 3D-Druckmodelle oder du fragst in der Community nach Erfahrungen.",
"learn_page_continuous_physical_setup_desc2": "Einmal montiert, sollte der Tracker fest am Headset sitzen. Er darf nicht wackeln, sich verdrehen oder schwingen. Je stabiler die Halterung, desto genauer und gleichmäßiger ist die Kalibrierung.",
"learn_page_basestation_desc": "Space Calibrator ermöglicht dir die Steuerung von SteamVR-Basisstationen, wenn du einen kompatiblen BLE-Bluetooth-Adapter hast.",
"learn_page_basestation_1_title": "Basisstation 1.0-Modelle",
"learn_page_basestation_1_desc": "Du kannst diese Modelle nur ein- oder ausschalten. Das drahtlose Einstellen der Kanäle wird nicht unterstützt – dafür musst du die physische Taste auf der Rückseite der Basisstation drücken.",
"learn_page_basestation_2_title": "Basisstation 2.0-Modelle",
"learn_page_basestation_2_desc1": "Diese von Valve und HTC hergestellten Modelle bieten eine bessere Unterstützung für drahtlose Steuerung als 1.0-Basisstationen. Du kannst sie ein- und ausschalten sowie ihren Kanal festlegen. 2.0-Basisstationen müssen jeweils auf einem eigenen Kanal laufen, sonst funktionieren sie nicht. Space Calibrator hilft dir beim Beheben, falls es zu Konflikten kommt.",
"learn_page_basestation_2_desc2": "Um den Kanal einer 2.0-Basisstation zu ändern, gehe auf den Reiter „Basisstationen“, klicke bei der gewünschten Basisstation auf Bearbeiten und wähle den gewünschten Kanal (grün markiert).",
"learn_page_basestation_auto_power_title": "Automatische Energieverwaltung",
"learn_page_basestation_auto_power_desc": "Unter „Einstellungen“ kannst du die automatische Basisstationen-Verwaltung aktivieren. Dadurch werden deine Basisstationen eingeschaltet, wenn Space Calibrator startet, und ausgeschaltet, wenn du SteamVR beendest (während Space Calibrator läuft). Hinweis: Wenn du Space Calibrator vor SteamVR manuell schließt, werden die Basisstationen nicht automatisch ausgeschaltet.",
"learn_page_ui_tour_desc": "Diese Benutzeroberfläche ist in mehrere Reiter unterteilt, die jeweils verschiedene Funktionen enthalten.",
"learn_page_ui_tour_calibration_heading": "Reiter „Kalibrierung“",
"learn_page_ui_tour_cal_desc1": "Der Reiter „Kalibrierung“ enthält alle Einstellungen rund um die Kalibrierung. Hier steuerst du deine Kalibrierungen.",
"learn_page_ui_tour_cal_desc2": "Oben siehst du ein Feld, das anzeigt, ob eine Kalibrierung aktiv ist und wenn ja, welcher Typ.",
"learn_page_ui_tour_cal_desc3": "Darunter wählst du aus, mit welchen Geräten kalibriert werden soll. Wähle zuerst die Tracking-Systeme aus. Wähle dann im linken Bereich das Gerät, an dem ausgerichtet wird, und im rechten Bereich das Gerät, das kalibriert werden soll.",
"learn_page_ui_tour_cal_desc4": "Darunter befinden sich die Schaltflächen zum Starten der Kalibrierung. Wenn du unsicher bist, welche Methode du nutzen sollst, lies dir die Seiten zu standard und kontinuierlicher Kalibrierung durch.",
"learn_page_ui_tour_cal_desc5": "Am Ende des Kalibrierungs-Reiters findest du weitere Optionen. Einige dieser Optionen werden erst sichtbar, wenn die erweiterten Einstellungen aktiviert sind.",
"learn_page_ui_tour_base_stations_heading": "Reiter „Basisstationen“",
"learn_page_ui_tour_bs_desc": "Hier kannst du mit einem unterstützten BLE-Bluetooth-Adapter Basisstationen in deinem Raum steuern. Nach der Ersteinrichtung musst du hier normalerweise selten etwas ändern.",
"learn_page_ui_tour_settings_heading": "Reiter „Einstellungen“",
"learn_page_ui_tour_settings_desc1": "Hier kannst du globale Einstellungen für das Programm festlegen. Dazu gehören erweiterte Einstellungen, die Basisstationen-Verwaltung und die Sprache der Benutzeroberfläche.",
"learn_page_ui_tour_settings_desc2": "Manche Funktionen in dieser App erfordern das Aktivieren der erweiterten Einstellungen. Aktiviere diese nur, wenn du weißt, was du tust.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Englisch (UK)",
"languages_en_US": "Englisch (US)",
"languages_fr": "Französisch",
"languages_it": "Italienisch",
"languages_de": "Deutsch",
"languages_nl": "Niederländisch",
"languages_es_ES": "Spanisch (Spanien)",
"languages_es_US": "Spanisch (Lateinamerika)",
"languages_da": "Dänisch",
"languages_sv": "Schwedisch",
"languages_fi": "Finnisch",
"languages_no": "Norwegisch",
"languages_bg": "Bulgarisch",
"languages_pl": "Polnisch",
"languages_cs": "Tschechisch",
"languages_el": "Griechisch",
"languages_hu": "Ungarisch",
"languages_pt_PT": "Portugiesisch (Portugal)",
"languages_pt_BR": "Portugiesisch (Brasilien)",
"languages_ro": "Rumänisch",
"languages_ru": "Russisch",
"languages_tr": "Türkisch",
"languages_uk": "Ukrainisch",
"languages_zh_HANS": "Chinesisch (Vereinfacht)",
"languages_zh_HANT": "Chinesisch (Traditionell)",
"languages_ja": "Japanisch",
"languages_ko": "Koreanisch",
"languages_th": "Thailändisch",
"languages_vi": "Vietnamesisch",
"languages_system": "Systemsprache"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - close VR overlay to use mouse", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "No tracked devices present. Please turn on a device to continue.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Something went catastrophically wrong! Please report this to the developer either on GitHub or Steam Discussions so that this can be addressed.",
"ipc_unavailable": "Failed to connect to the Space Calibrator SteamVR driver. Please verify file integrity in Properties -> Installed Files, or re-install the app.",
"steamvr_unavailable": "Failed to connect to SteamVR.",
"vr_troubleshooting_hmd_not_found": "Please connect your VR headset and launch SteamVR first.",
"vr_troubleshooting_connect_steamlink": "Please open SteamLink on your VR headset and connect to SteamVR first.",
"vr_troubleshooting_generic": "Please connect your VR headset and launch SteamVR first. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"ipc_unvailable_auto_fix": "Try to fix",
"ipc_unvailable_auto_fix_note_reboot": "Please restart your computer for the changes to take affect.",
"calibration_title": "Calibration",
"calibration_count_none": "No Calibration. Please create a new calibration to get started.", // Shown when there are no calibrations active
"calibration_new": "New Calibration",
"calibration_delete": "Delete Calibration",
"calibration_next": "Next Calibration",
"calibration_previous": "Previous Calibration",
"calibration_status_none": "No Calibration active",
"calibration_status_none_description": "Please select a pair of devices and calibrate to get started.",
"calibration_status_edit": "Editing calibration",
"calibration_status_edit_description": "Modifying the current calibration.",
"calibration_status_continuous": "Continuous Calibration",
"calibration_status_continuous_description": "You have an active calibration. Uses a mounted tracker to re-calibrate every few seconds automatically.",
"calibration_status_standard": "Standard Calibration",
"calibration_status_standard_description": "You have an active calibration. You may need to re-calibrate if drift occurs.",
// space here refers to a tracking space / tracking system.
"reference_device": "Reference device",
"reference_device_description": "This device is what you are calibrating with, usually your VR headset or a controller.",
"target_device": "Target device",
"target_device_description": "This device will be used to line up your trackers or controllers.",
"select_reference_device": "Select reference device",
"select_target_device": "Select target device",
"identify_selected_devices": "Identify selected devices (blinks LED or vibrates)",
"identify_auto_detect_devices": "Auto-detect devices",
"calibration_error_reference_hmd_missing": "Unable to find target device from tracking system \"{0}\". You may need to re-calibrate.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Stage tracking is disabled! For a better experience, on your Quest open the Virtual Desktop menu, go to the Streaming tab and enable \"Center to play area (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "Do not show this again",
"calibration_action_start": "Standard Calibration",
"calibration_action_clear": "Clear Calibration",
"calibration_action_continuous": "Continuous Calibration",
"calibration_action_edit": "Edit Calibration",
"save_calibration_profile": "Save Profile",
"calibration_progress": "Calibration Progress",
"calibration_info_move_around_insufficient_samples": "Hold your selected devices together, then walk around your playspace while gently rotating them in figure-eight patterns.",
"calibration_speed": "Calibration Speed",
"calibration_speed_description": "How long it takes to calibrate. Slower calibrations tend to be more accurate.",
"calibration_speed_fast": "Fast",
"calibration_speed_slow": "Slow",
"calibration_speed_very_slow": "Very Slow",
/* Editing calibrations */
"edit_calibration_rotation": "Rotation",
"edit_calibration_position": "Position (m)",
"edit_calibration_yaw": "Yaw",
"edit_calibration_pitch": "Pitch",
"edit_calibration_roll": "Roll",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Scale (m)",
"continuous_hide_tracker": "Hide target device from apps",
"continuous_relative_calibration": "Enable relative calibration",
"continuous_relative_calibration_description": "Makes the calibration relative to the reference device (typically your headset) so that it updates every frame without needing to re-calibrate. This REQUIRES Continuous Calibration.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "None", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Calibration",
"tab_page_graphs": "Graphs",
"tab_page_base_station_management": "Base Stations",
"tab_page_settings": "Settings",
"tab_page_debug": "Debug",
"tab_page_learn": "Learn",
"tab_page_about": "About",
/* graphs */
"graphs_title": "Graphs",
/* base stations */
"base_stations_title": "Base Station Management",
"base_stations_no_bluetooth": "Failed to find a valid Bluetooth adapter. Please connect a BLE capable Bluetooth device to be able to use Base Station Management.",
"base_stations_none_found": "No Base Stations detected. If you have any, make sure they are plugged in.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Channel collision detected! This will cause tracking issues. Your Base Stations should each use a unique channel.",
"base_stations_state_sleep": "Asleep",
"base_stations_state_standby": "Standby",
"base_stations_state_active": "Active",
"base_stations_state_unknown": "Unknown",
"base_stations_state_faulty": "Faulty",
"base_stations_channel_select_label": "Select a Base Station channel:",
"base_stations_active_channel": "Channel {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Nickname",
/* actions */
"base_stations_action_wake_all": "Wake All",
"base_stations_action_sleep_all": "Sleep All",
"base_stations_action_fix_collisions": "Fix Channel Collisions",
"base_stations_btn_wake": "Wake",
"base_stations_btn_standby": "Standby",
"base_stations_btn_sleep": "Sleep",
"base_stations_btn_edit": "Edit",
"base_stations_btn_save": "Save",
"base_station_power_management": "Base Station Power Management",
"base_stations_power_mgmt_enable": "Enable power management *",
"base_stations_power_mgmt_enable_description_standby": "Powered Base Stations go into standby mode when SteamVR is not in use, and wake up again when SteamVR starts.",
"base_stations_power_mgmt_enable_description_sleep": "Powered Base Stations go into sleep mode when SteamVR is not in use, and wake up again when SteamVR starts.",
"base_stations_power_mgmt_on_startup": "Turn on Base Stations on SteamVR startup",
"base_stations_power_mgmt_on_startup_description": "Unpowered Base Stations wake up when SteamVR starts.",
"base_stations_power_mgmt_on_shutdown": "Turn off Base Stations on SteamVR shutdown",
"base_stations_power_mgmt_on_shutdown_description": "Powered Base Stations are powered down when SteamVR is not in use.",
"base_stations_power_mgmt_standby": "Standby",
"base_stations_power_mgmt_standby_description": "Base Stations will power off only their lasers for a faster wake up when SteamVR starts. This is unavailable on Base Station 1.0 models and some Base Station 2.0 models, and sleep will be used in these cases.",
"base_stations_power_mgmt_sleep": "Sleep",
"base_stations_power_mgmt_sleep_description": "Base Stations will power off their lasers and motors.",
"base_stations_power_mgmt_warning": "* NOT RECOMMENDED for shared tracking spaces with multiple SteamVR users.",
/* settings */
"settings_title": "Settings",
"settings_advanced": "Advanced settings",
"settings_advanced_description": "Shows extra settings and fine-tuning controls for power users.",
"settings_calibrate_motion_vectors": "Calibrate motion vectors",
"settings_calibrate_motion_vectors_description": "Improves movement prediction for more responsive tracking. May affect physics-heavy games.",
"settings_autofix_playspace_jumps": "Auto-correct playspace jumps",
"settings_autofix_playspace_jumps_description": "Attempts to automatically detect and correct sudden jumps in playspace tracking.",
"settings_enforce_minimum_rotation_variance": "Enforce minimum rotation variance",
"settings_enforce_minimum_rotation_variance_description": "Automatically rejects samples that are rotationally similar to improve calibration quality.",
"settings_locale": "Language",
"settings_reset": "Reset all settings",
"settings_reset_description": "Resets all settings to default. This is permanent and cannot be undone.",
"settings_reset_confirm": "This change is permanent and cannot be undone. Are you sure you want to continue?",
"settings_reset_yes": "Yes",
"settings_reset_no": "No",
/* about */
"about_title": "About",
"about_description": "Space Calibrator is a free and open source tool to allow you to use multiple vendors' devices together with SteamVR.",
"about_view_source_info": "You may view the source code on the GitHub repository.",
"about_contributors_title": "Contributors",
"about_contributors_description": "Space Calibrator is made possible with the help of the following people:",
"about_translators_title": "Translators",
"about_translators_description": "Space Calibrator has been translated by the following people:",
"about_licenses_title": "Licenses",
"about_licenses_description": "This program is licensed under the MIT license. Other dependencies are licensed under other licenses, please view the licenses below for more information.",
"about_link_github": "GitHub",
"about_link_discord": "Discord Server",
"about_link_logs_dir": "Logs folder",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Another instance of Space Calibrator is already present",
"troubleshoot_diagnosis_legacy_ipc_found_description": "A conflicting version of Space Calibrator is currently running. You will have to uninstall it to be able to use this application. Would you like to automatically remove it?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Another instance of Space Calibrator is already present",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Another version of Space Calibrator is currently installed. Would you like to remove it?",
"troubleshoot_action_yes": "Yes",
"troubleshoot_action_no": "No",
"troubleshoot_action_quit": "Quit",
/* tutorial */
"learn_title": "Learn",
"learn_card_standard_calibration": "Standard Calibration",
"learn_card_standard_calibration_description": "Learn how to calibrate a pair of devices.",
"learn_card_continuous_calibration": "Continuous Calibration",
"learn_card_continuous_calibration_description": "Calibrate frequently to counteract drift mid-session.",
"learn_card_base_station_management": "Base Station Management",
"learn_card_base_station_management_description": "Wirelessly control your SteamVR Base Stations.",
"learn_card_ui_tour": "UI Tour",
"learn_card_ui_tour_description": "An overview of the Space Calibrator interface.",
"learn_action_back": "Back",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Standard Calibration aligns two tracking systems together so that your VR devices work together in the same physical playspace.",
"learn_page_standard_select_devices_title": "Select your devices",
"learn_page_standard_select_devices_desc": "Before starting, the app needs to know which two devices you want to align.",
"learn_page_standard_ref_device": "Reference Device: This device is what you're calibrating to, usually a controller.",
"learn_page_standard_target_device": "Target Device: The unaligned device you're calibrating with, typically a tracker or similar.",
"learn_page_standard_perform_title": "Perform the Calibration",
"learn_page_standard_perform_step1": "Hold both devices together firmly in one hand. Hold them as tight as you can so that they do not move during the calibration process.",
"learn_page_standard_perform_step2": "Click on the Standard Calibration button to begin calibrating.",
"learn_page_standard_perform_step3": "Move around your room while moving your devices in a figure eight, as illustrated below.",
"learn_page_standard_speeds_title": "Calibration Speeds",
"learn_page_standard_speeds_desc": "You can optionally alter the calibration speed to affect how much movement is required. More movement tends to improve calibration quality.",
"learn_page_standard_speed_fast": "Fast: Takes less time to calibrate, but may result in poorer quality calibrations.",
"learn_page_standard_speed_slow": "Slow / Very Slow: Takes longer to calibrate, and tends to yield more accurate calibrations.",
"learn_page_standard_completion_note": "Once the progress bar fills up, your devices should instantly line up in VR. If this doesn't happen, try calibrating again.",
"learn_page_standard_drift_title": "A Note on Drift",
"learn_page_standard_drift_desc": "Over time, your devices may drift, breaking the calibration. If this happens, you will have to re-calibrate to correct it. If you have to do this frequently, you should consider using Continuous Calibration.",
"learn_page_continuous_desc1": "If you notice your devices slowly shifting, rotating, or drifting out of place while playing, Continuous Calibration is a solution to these issues.",
"learn_page_continuous_desc2": "Instead of forcing you to stop and manually calibrate every so often, Continuous Calibration automatically keeps your tracking synced in the background while you play.",
"learn_page_continuous_note_title": "Note",
"learn_page_continuous_note_desc": "A dedicated tracker mounted on your headset IS required to use this feature.",
"learn_page_continuous_desc3": "Continuous Calibration attempts to re-calibrate your devices frequently to eliminate any and all drift. It tends to make calibration something you never think about once it's set up.",
"learn_page_continuous_setup_instructions": "To setup Continuous Calibration, first select your devices as explained in the Standard Calibration page. You will want your headset selected as the reference device, and the calibration tracker as the target device. Then click the Continuous Calibration button to start calibrating. It may take a bit of time until the initial calibration is completed, so move around to let the app learn about your tracking!",
"learn_page_continuous_should_use_title": "Should you use Continuous Calibration?",
"learn_page_continuous_should_use_standard": "Use Standard Calibration if you do not have an extra tracker to mount on your headset, do not spend long sessions in VR, or don't mind re-calibrating every so often whenever drift happens.",
"learn_page_continuous_should_use_continuous": "Use Continuous Calibration if you want to practically never think about drift again. This is recommended if you spend a lot of time in VR or notice significant amounts of drift over time.",
"learn_page_continuous_physical_setup_title": "Physical setup (mounting the tracker onto your headset)",
"learn_page_continuous_physical_setup_desc1": "To use Continuous Calibration you will need a dedicated tracker attached onto your VR headset. There are various mounts depending on which specific VR headset and tracker you are using. You can typically find 3D models on the internet you can print to get started with, or you can ask around in the community to see what other people did.",
"learn_page_continuous_physical_setup_desc2": "Once mounted, the tracker should be securely attached to the headset. It should not wobble, swivel or shake. The better the mounting the more consistent calibrations should be.",
"learn_page_basestation_desc": "Space Calibrator allows you to control SteamVR Base Stations if you have a compatible BLE Bluetooth adapter available.",
"learn_page_basestation_1_title": "Base Station 1.0 Models",
"learn_page_basestation_1_desc": "You can only turn these on or off. Setting channels wirelessly is unsupported, and you will have to press the physical button on the back of the Base Station to alternate between channels.",
"learn_page_basestation_2_title": "Base Station 2.0 Models",
"learn_page_basestation_2_desc1": "Manufactured by both Valve and HTC, these have better support for wireless management than 1.0 Base Stations. With these you're able to turn them on and off, and also set their channel. 2.0 Base Stations must each be on a unique channel, otherwise they will not work. Space Calibrator will offer to help you fix this if it happens.",
"learn_page_basestation_2_desc2": "To change the channel of a 2.0 Base Station, navigate to the Base Station Management tab, select the edit button for the Base Station you wish to control, and click on the desired channel (marked in green).",
"learn_page_basestation_auto_power_title": "Automatic Power Management",
"learn_page_basestation_auto_power_desc": "You can go to the Settings tab to enable automatic Base Station Management, which will turn on your Base Stations when Space Calibrator is started, and turn them off when you close SteamVR (with Space Calibrator running). Note that manually closing Space Calibrator before closing SteamVR will NOT turn off any Base Stations automatically.",
"learn_page_ui_tour_desc": "This interface is divided into several tabs each containing various things.",
"learn_page_ui_tour_calibration_heading": "Calibration Tab",
"learn_page_ui_tour_cal_desc1": "The Calibration tab contains controls relating to calibrations. You control your calibrations here.",
"learn_page_ui_tour_cal_desc2": "At the top, you will see a card showing you whether you have a calibration active, and if so, which type.",
"learn_page_ui_tour_cal_desc3": "Below that, you can select what devices to calibrate with. First you should select the tracking systems you wish to calibrate. Then, on the left pane you should select what you're going to calibrate with. And on the right pane you should select what you're going to calibrate.",
"learn_page_ui_tour_cal_desc4": "Below that are the buttons to perform a calibration. If you are unsure which calibration you should do, please read the pages talking about Standard and Continuous Calibration to learn more.",
"learn_page_ui_tour_cal_desc5": "At the bottom of the Calibration tab you will find several options to control the calibration. A number of these settings require advanced settings to be visible.",
"learn_page_ui_tour_base_stations_heading": "Base Station Management Tab",
"learn_page_ui_tour_bs_desc": "Here you can control any Base Stations in your room with a supported BLE Bluetooth adapter. You should typically not have to touch this beyond initial setup.",
"learn_page_ui_tour_settings_heading": "Settings Tab",
"learn_page_ui_tour_settings_desc1": "Here you may set some global settings for the program. These include advanced settings, Base Station Management and UI language.",
"learn_page_ui_tour_settings_desc2": "Some features in this app require Advanced Settings to be enabled. You should only enable this if you know what you're doing.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "English (UK)",
"languages_en_US": "English (US)",
"languages_fr": "French",
"languages_it": "Italian",
"languages_de": "German",
"languages_nl": "Dutch",
"languages_es_ES": "Spanish (Spain)",
"languages_es_US": "Spanish (Latin America)",
"languages_da": "Danish",
"languages_sv": "Swedish",
"languages_fi": "Finnish",
"languages_no": "Norwegian",
"languages_bg": "Bulgarian",
"languages_pl": "Polish",
"languages_cs": "Czech",
"languages_el": "Greek",
"languages_hu": "Hungarian",
"languages_pt_PT": "Portuguese (Portugal)",
"languages_pt_BR": "Portuguese (Brazil)",
"languages_ro": "Romanian",
"languages_ru": "Russian",
"languages_tr": "Turkish",
"languages_uk": "Ukrainian",
"languages_zh_HANS": "Chinese (Simplified)",
"languages_zh_HANT": "Chinese (Traditional)",
"languages_ja": "Japanese",
"languages_ko": "Korean",
"languages_th": "Thai",
"languages_vi": "Vietnamese",
"languages_system": "System Language"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - close VR overlay to use mouse", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "No tracked devices present. Please turn on a device to continue.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Something went catastrophically wrong! Please report this to the developer either on GitHub or Steam Discussions so that this can be addressed.",
"ipc_unavailable": "Failed to connect to the Space Calibrator SteamVR driver. Please verify file integrity in Properties -> Installed Files, or reinstall the app.",
"steamvr_unavailable": "Failed to connect to SteamVR.",
"vr_troubleshooting_hmd_not_found": "Please connect your VR headset and launch SteamVR first.",
"vr_troubleshooting_connect_steamlink": "Please open SteamLink on your VR headset and connect to SteamVR first.",
"vr_troubleshooting_generic": "Please connect your VR headset and launch SteamVR first. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Calibration",
"calibration_count_none": "No Calibration. Please create a new calibration to get started.", // Shown when there are no calibrations active
"calibration_new": "New Calibration",
"calibration_delete": "Delete Calibration",
"calibration_next": "Next Calibration",
"calibration_previous": "Previous Calibration",
"calibration_status_none": "No Calibration active",
"calibration_status_none_description": "Please select a pair of devices and calibrate to get started.",
"calibration_status_edit": "Editing calibration",
"calibration_status_edit_description": "Modifying the current calibration.",
"calibration_status_continuous": "Continuous Calibration",
"calibration_status_continuous_description": "You have an active calibration. Uses a mounted tracker to recalibrate every few seconds automatically.",
"calibration_status_standard": "Standard Calibration",
"calibration_status_standard_description": "You have an active calibration. You may need to recalibrate if drift occurs.",
// space here refers to a tracking space / tracking system.
"reference_device": "Reference device",
"reference_device_description": "This device is what you are calibrating with, usually your VR headset or a controller.",
"target_device": "Target device",
"target_device_description": "This device will be used to line up your trackers or controllers.",
"select_reference_device": "Select reference device",
"select_target_device": "Select target device",
"identify_selected_devices": "Identify selected devices (blinks LED or vibrates)",
"identify_auto_detect_devices": "Auto-detect devices",
"calibration_error_reference_hmd_missing": "Unable to find target device from tracking system \"{0}\". You may need to recalibrate.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Stage tracking is disabled! For a better experience, on your Quest open the Virtual Desktop menu, go to the Streaming tab and enable \"Center to play area (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "Do not show this again",
"calibration_action_start": "Standard Calibration",
"calibration_action_clear": "Clear Calibration",
"calibration_action_continuous": "Continuous Calibration",
"calibration_action_edit": "Edit Calibration",
"save_calibration_profile": "Save Profile",
"calibration_progress": "Calibration Progress",
"calibration_info_move_around_insufficient_samples": "Hold your selected devices together, then walk around your playspace while gently rotating them in figure-eight patterns.",
"calibration_speed": "Calibration Speed",
"calibration_speed_description": "How long it takes to calibrate. Slower calibrations tend to be more accurate.",
"calibration_speed_fast": "Fast",
"calibration_speed_slow": "Slow",
"calibration_speed_very_slow": "Very Slow",
/* Editing calibrations */
"edit_calibration_rotation": "Rotation",
"edit_calibration_position": "Position (m)",
"edit_calibration_yaw": "Yaw",
"edit_calibration_pitch": "Pitch",
"edit_calibration_roll": "Roll",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Scale (m)",
"continuous_hide_tracker": "Hide target device from apps",
"continuous_relative_calibration": "Enable relative calibration",
"continuous_relative_calibration_description": "Makes the calibration relative to the reference device (typically your headset) so that it updates every frame without needing to recalibrate. This REQUIRES Continuous Calibration.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "None", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Calibration",
"tab_page_graphs": "Graphs",
"tab_page_base_station_management": "Base Stations",
"tab_page_settings": "Settings",
"tab_page_debug": "Debug",
"tab_page_learn": "Learn",
"tab_page_about": "About",
/* graphs */
"graphs_title": "Graphs",
/* base stations */
"base_stations_title": "Base Station Management",
"base_stations_no_bluetooth": "Failed to find a valid Bluetooth adapter. Please connect a BLE capable Bluetooth device to be able to use Base Station Management.",
"base_stations_none_found": "No Base Stations detected. If you have any, make sure they are plugged in.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Channel collision detected! This will cause tracking issues. Your Base Stations should each use a unique channel.",
"base_stations_state_sleep": "Asleep",
"base_stations_state_standby": "Standby",
"base_stations_state_active": "Active",
"base_stations_state_unknown": "Unknown",
"base_stations_state_faulty": "Faulty",
"base_stations_channel_select_label": "Select a Base Station channel:",
"base_stations_active_channel": "Channel {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Nickname",
/* actions */
"base_stations_action_wake_all": "Wake All",
"base_stations_action_sleep_all": "Sleep All",
"base_stations_action_fix_collisions": "Fix Channel Collisions",
"base_stations_btn_wake": "Wake",
"base_stations_btn_standby": "Standby",
"base_stations_btn_sleep": "Sleep",
"base_stations_btn_edit": "Edit",
"base_stations_btn_save": "Save",
"base_station_power_management": "Base Station Power Management",
"base_stations_power_mgmt_enable": "Enable power management *",
"base_stations_power_mgmt_enable_description_standby": "Powered Base Stations go into standby mode when SteamVR is not in use, and wake up again when SteamVR starts.",
"base_stations_power_mgmt_enable_description_sleep": "Powered Base Stations go into sleep mode when SteamVR is not in use, and wake up again when SteamVR starts.",
"base_stations_power_mgmt_on_startup": "Turn on Base Stations on SteamVR startup",
"base_stations_power_mgmt_on_startup_description": "Unpowered Base Stations wake up when SteamVR starts.",
"base_stations_power_mgmt_on_shutdown": "Turn off Base Stations on SteamVR shutdown",
"base_stations_power_mgmt_on_shutdown_description": "Powered Base Stations are powered down when SteamVR is not in use.",
"base_stations_power_mgmt_standby": "Standby",
"base_stations_power_mgmt_standby_description": "Base Stations will power off only their lasers for a faster wake up when SteamVR starts. This is unavailable on Base Station 1.0 models and some Base Station 2.0 models, and sleep will be used in these cases.",
"base_stations_power_mgmt_sleep": "Sleep",
"base_stations_power_mgmt_sleep_description": "Base Stations will power off their lasers and motors.",
"base_stations_power_mgmt_warning": "* NOT RECOMMENDED for shared tracking spaces with multiple SteamVR users.",
/* settings */
"settings_title": "Settings",
"settings_advanced": "Advanced settings",
"settings_advanced_description": "Shows extra settings and fine-tuning controls for power users.",
"settings_calibrate_motion_vectors": "Calibrate motion vectors",
"settings_calibrate_motion_vectors_description": "Improves movement prediction for more responsive tracking. May affect physics-heavy games.",
"settings_autofix_playspace_jumps": "Auto-correct playspace jumps",
"settings_autofix_playspace_jumps_description": "Attempts to automatically detect and correct sudden jumps in playspace tracking.",
"settings_enforce_minimum_rotation_variance": "Enforce minimum rotation variance",
"settings_enforce_minimum_rotation_variance_description": "Automatically rejects samples that are rotationally similar to improve calibration quality.",
"settings_locale": "Language",
"settings_reset": "Reset all settings",
"settings_reset_description": "Resets all settings to default. This is permanent and cannot be undone.",
"settings_reset_confirm": "This change is permanent and cannot be undone. Are you sure you want to continue?",
"settings_reset_yes": "Yes",
"settings_reset_no": "No",
/* about */
"about_title": "About",
"about_description": "Space Calibrator is a free and open-source tool to allow you to use multiple vendors' devices together with SteamVR.",
"about_view_source_info": "You may view the source code on the GitHub repository.",
"about_contributors_title": "Contributors",
"about_contributors_description": "Space Calibrator is made possible with the help of the following people:",
"about_translators_title": "Translators",
"about_translators_description": "Space Calibrator has been translated by the following people:",
"about_licenses_title": "Licenses",
"about_licenses_description": "This program is licensed under the MIT license. Other dependencies are licensed under other licenses, please view the licenses below for more information.",
"about_link_github": "GitHub",
"about_link_discord": "Discord Server",
"about_link_logs_dir": "Logs folder",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Another instance of Space Calibrator is already present",
"troubleshoot_diagnosis_legacy_ipc_found_description": "A conflicting version of Space Calibrator is currently running. You will have to uninstall it to be able to use this application. Would you like to automatically remove it?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Another instance of Space Calibrator is already present",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Another version of Space Calibrator is currently installed. Would you like to remove it?",
"troubleshoot_action_yes": "Yes",
"troubleshoot_action_no": "No",
"troubleshoot_action_quit": "Quit",
/* tutorial */
"learn_title": "Learn",
"learn_card_standard_calibration": "Standard Calibration",
"learn_card_standard_calibration_description": "Learn how to calibrate a pair of devices.",
"learn_card_continuous_calibration": "Continuous Calibration",
"learn_card_continuous_calibration_description": "Calibrate frequently to counteract drift mid-session.",
"learn_card_base_station_management": "Base Station Management",
"learn_card_base_station_management_description": "Wirelessly control your SteamVR Base Stations.",
"learn_card_ui_tour": "UI Tour",
"learn_card_ui_tour_description": "An overview of the Space Calibrator interface.",
"learn_action_back": "Back",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Standard Calibration aligns two tracking systems together so that your VR devices work together in the same physical playspace.",
"learn_page_standard_select_devices_title": "Select your devices",
"learn_page_standard_select_devices_desc": "Before starting, the app needs to know which two devices you want to align.",
"learn_page_standard_ref_device": "Reference Device: This device is what you're calibrating to, usually a controller.",
"learn_page_standard_target_device": "Target Device: The unaligned device you're calibrating with, typically a tracker or similar.",
"learn_page_standard_perform_title": "Perform the Calibration",
"learn_page_standard_perform_step1": "Hold both devices together firmly in one hand. Hold them as tight as you can so that they do not move during the calibration process.",
"learn_page_standard_perform_step2": "Click on the Standard Calibration button to begin calibrating.",
"learn_page_standard_perform_step3": "Move around your room while moving your devices in a figure eight, as illustrated below.",
"learn_page_standard_speeds_title": "Calibration Speeds",
"learn_page_standard_speeds_desc": "You can optionally alter the calibration speed to affect how much movement is required. More movement tends to improve calibration quality.",
"learn_page_standard_speed_fast": "Fast: Takes less time to calibrate, but may result in poorer quality calibrations.",
"learn_page_standard_speed_slow": "Slow / Very Slow: Takes longer to calibrate, and tends to yield more accurate calibrations.",
"learn_page_standard_completion_note": "Once the progress bar fills up, your devices should instantly line up in VR. If this doesn't happen, try calibrating again.",
"learn_page_standard_drift_title": "A Note on Drift",
"learn_page_standard_drift_desc": "Over time, your devices may drift, breaking the calibration. If this happens, you will have to re-calibrate to correct it. If you have to do this frequently, you should consider using Continuous Calibration.",
"learn_page_continuous_desc1": "If you notice your devices slowly shifting, rotating, or drifting out of place while playing, Continuous Calibration is a solution to these issues.",
"learn_page_continuous_desc2": "Instead of forcing you to stop and manually calibrate every so often, Continuous Calibration automatically keeps your tracking synced in the background while you play.",
"learn_page_continuous_note_title": "Note",
"learn_page_continuous_note_desc": "A dedicated tracker mounted on your headset IS required to use this feature.",
"learn_page_continuous_desc3": "Continuous Calibration attempts to re-calibrate your devices frequently to eliminate any and all drift. It tends to make calibration something you never think about once it's set up.",
"learn_page_continuous_setup_instructions": "To set up Continuous Calibration, first select your devices as explained in the Standard Calibration page. You will want your headset selected as the reference device, and the calibration tracker as the target device. Then click the Continuous Calibration button to start calibrating. It may take a bit of time until the initial calibration is completed, so move around to let the app learn about your tracking!",
"learn_page_continuous_should_use_title": "Should you use Continuous Calibration?",
"learn_page_continuous_should_use_standard": "Use Standard Calibration if you do not have an extra tracker to mount on your headset, do not spend long sessions in VR, or don't mind re-calibrating every so often whenever drift happens.",
"learn_page_continuous_should_use_continuous": "Use Continuous Calibration if you want to practically never think about drift again. This is recommended if you spend a lot of time in VR or notice significant amounts of drift over time.",
"learn_page_continuous_physical_setup_title": "Physical setup (mounting the tracker onto your headset)",
"learn_page_continuous_physical_setup_desc1": "To use Continuous Calibration you will need a dedicated tracker attached onto your VR headset. There are various mounts depending on which specific VR headset and tracker you are using. You can typically find 3D models on the internet you can print to get started with, or you can ask around in the community to see what other people did.",
"learn_page_continuous_physical_setup_desc2": "Once mounted, the tracker should be securely attached to the headset. It should not wobble, swivel, or shake. The better the mounting the more consistent calibrations should be.",
"learn_page_basestation_desc": "Space Calibrator allows you to control SteamVR Base Stations if you have a compatible BLE Bluetooth adapter available.",
"learn_page_basestation_1_title": "Base Station 1.0 Models",
"learn_page_basestation_1_desc": "You can only turn these on or off. Setting channels wirelessly is unsupported, and you will have to press the physical button on the back of the Base Station to alternate between channels.",
"learn_page_basestation_2_title": "Base Station 2.0 Models",
"learn_page_basestation_2_desc1": "Manufactured by both Valve and HTC, these have better support for wireless management than 1.0 Base Stations. With these you're able to turn them on and off, and also set their channel. 2.0 Base Stations must each be on a unique channel, otherwise they will not work. Space Calibrator will offer to help you fix this if it happens.",
"learn_page_basestation_2_desc2": "To change the channel of a 2.0 Base Station, navigate to the Base Station Management tab, select the edit button for the Base Station you wish to control, and click on the desired channel (marked in green).",
"learn_page_basestation_auto_power_title": "Automatic Power Management",
"learn_page_basestation_auto_power_desc": "You can go to the Settings tab to enable automatic Base Station Management, which will turn on your Base Stations when Space Calibrator is started, and turn them off when you close SteamVR (with Space Calibrator running). Note that manually closing Space Calibrator before closing SteamVR will NOT turn off any Base Stations automatically.",
"learn_page_ui_tour_desc": "This interface is divided into several tabs, each containing various things.",
"learn_page_ui_tour_calibration_heading": "Calibration Tab",
"learn_page_ui_tour_cal_desc1": "The Calibration tab contains controls relating to calibrations. You control your calibrations here.",
"learn_page_ui_tour_cal_desc2": "At the top, you will see a card showing you whether you have a calibration active, and if so, which type.",
"learn_page_ui_tour_cal_desc3": "Below that, you can select what devices to calibrate with. First, you should select the tracking systems you wish to calibrate. Then, on the left pane you should select what you're going to calibrate with. And on the right pane you should select what you're going to calibrate.",
"learn_page_ui_tour_cal_desc4": "Below that are the buttons to perform a calibration. If you are unsure which calibration you should do, please read the pages talking about Standard and Continuous Calibration to learn more.",
"learn_page_ui_tour_cal_desc5": "At the bottom of the Calibration tab you will find several options to control the calibration. A number of these settings require advanced settings to be visible.",
"learn_page_ui_tour_base_stations_heading": "Base Station Management Tab",
"learn_page_ui_tour_bs_desc": "Here you can control any Base Stations in your room with a supported BLE Bluetooth adapter. You should typically not have to touch this beyond initial setup.",
"learn_page_ui_tour_settings_heading": "Settings Tab",
"learn_page_ui_tour_settings_desc1": "Here you may set some global settings for the program. These include advanced settings, Base Station Management, and UI language.",
"learn_page_ui_tour_settings_desc2": "Some features in this app require Advanced Settings to be enabled. You should only enable this if you know what you're doing.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "English (UK)",
"languages_en_US": "English (US)",
"languages_fr": "French",
"languages_it": "Italian",
"languages_de": "German",
"languages_nl": "Dutch",
"languages_es_ES": "Spanish (Spain)",
"languages_es_US": "Spanish (Latin America)",
"languages_da": "Danish",
"languages_sv": "Swedish",
"languages_fi": "Finnish",
"languages_no": "Norwegian",
"languages_bg": "Bulgarian",
"languages_pl": "Polish",
"languages_cs": "Czech",
"languages_el": "Greek",
"languages_hu": "Hungarian",
"languages_pt_PT": "Portuguese (Portugal)",
"languages_pt_BR": "Portuguese (Brazil)",
"languages_ro": "Romanian",
"languages_ru": "Russian",
"languages_tr": "Turkish",
"languages_uk": "Ukrainian",
"languages_zh_HANS": "Chinese (Simplified)",
"languages_zh_HANT": "Chinese (Traditional)",
"languages_ja": "Japanese",
"languages_ko": "Korean",
"languages_th": "Thai",
"languages_vi": "Vietnamese",
"languages_system": "System Language"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - cierra la overlay de VR para usar el ratón", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "No hay dispositivos rastreados presentes. Por favor enciende un dispositivo para continuar.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "¡Algo ha ido catastróficamente mal! Por favor reporta esto al desarrollador en GitHub o Discusiones de Steam para poder solucionarlo.",
"ipc_unavailable": "No se pudo conectar al driver de SteamVR de Space Calibrator. Por favor verifica la integridad de los archivos en Propiedades -> Archivos instalados, o reinstala la app.",
"steamvr_unavailable": "No se pudo conectar a SteamVR.",
"vr_troubleshooting_hmd_not_found": "Por favor conecta tus gafas de VR y abre SteamVR primero.",
"vr_troubleshooting_connect_steamlink": "Por favor abre SteamLink en tus gafas de VR y conéctate a SteamVR primero.",
"vr_troubleshooting_generic": "Por favor conecta tus gafas de VR y abre SteamVR primero. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Calibración",
"calibration_count_none": "No hay Calibración. Por favor crea una nueva calibración para empezar.", // Shown when there are no calibrations active
"calibration_new": "Nueva Calibración",
"calibration_delete": "Borrar Calibración",
"calibration_next": "Siguiente Calibración",
"calibration_previous": "Anterior Calibración",
"calibration_status_none": "No hay una Calibración activa",
"calibration_status_none_description": "Por favor selecciona una pareja de dispositivos y calibra para empezar.",
"calibration_status_edit": "Editando calibración",
"calibration_status_edit_description": "Modificando la calibración actual.",
"calibration_status_continuous": "Calibración Continua",
"calibration_status_continuous_description": "Tienes una calibración activa. Utiliza un tracker para recalibrar cada pocos segundos automáticamente.",
"calibration_status_standard": "Calibración Estándar",
"calibration_status_standard_description": "Tienes una calibración activa. Puede ser necesario recalibrar si observas desviación (drift).",
// space here refers to a tracking space / tracking system.
"reference_device": "Dispositivo de referencia",
"reference_device_description": "Este dispositivo es con lo que estás calibrando, usualmente tus gafas de VR o un mando.",
"target_device": "Dispositivo de destino",
"target_device_description": "Este dispositivo se utilizará para alinear tus trackers o mandos.",
"select_reference_device": "Selecciona dispositivo de referencia",
"select_target_device": "Selecciona dispositivo de destino",
"identify_selected_devices": "Identificar dispositivos seleccionados (parpadea LED o vibra)",
"identify_auto_detect_devices": "Auto detectar dispositivos",
"calibration_error_reference_hmd_missing": "No se pudo encontrar el dispositivo de destino del sistema de rastreamiento \"{0}\". Puede ser necesario recalibrar..", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "¡Stage tracking esta deshabilitado! Para una experiencia mejor, abre el menú de Virtual Desktop en tu Quest, ves a la pestaña Streaming y habilita \"Center to play area (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "No mostrar otra vez",
"calibration_action_start": "Calibración Estándar",
"calibration_action_clear": "Borrar Calibración",
"calibration_action_continuous": "Calibración Continua",
"calibration_action_edit": "Editar Calibración",
"save_calibration_profile": "Guardar Perfil",
"calibration_progress": "Progreso de Calibración",
"calibration_info_move_around_insufficient_samples": "Coge tus dispositivos seleccionados juntos, entonces camina por tu espacio de juego mientras los giras lentamente formando ochos.",
"calibration_speed": "Velocidad de Calibración",
"calibration_speed_description": "Cuanto se tarda en calibrar. Las calibraciones más lentas suelen ser más exactas.",
"calibration_speed_fast": "Rápido",
"calibration_speed_slow": "Lento",
"calibration_speed_very_slow": "Muy Lento",
/* Editing calibrations */
"edit_calibration_rotation": "Rotación",
"edit_calibration_position": "Posición (m)",
"edit_calibration_yaw": "Yaw",
"edit_calibration_pitch": "Pitch",
"edit_calibration_roll": "Roll",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Escala (m)",
"continuous_hide_tracker": "Esconder el tracker de referencia en las apps",
"continuous_relative_calibration": "Habilitar calibración relativa",
"continuous_relative_calibration_description": "Hace la calibración relativa al dispositivo de destino (usualmente tus gafas de VR), actualizando cada frame sin necesitar una recalibración. Esto REQUIERE Calibración Continua",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "Ninguno", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Calibración",
"tab_page_graphs": "Gráficos",
"tab_page_base_station_management": "Estaciones Base",
"tab_page_settings": "Ajustes",
"tab_page_debug": "Depuración",
"tab_page_learn": "Aprende",
"tab_page_about": "Sobre",
/* graphs */
"graphs_title": "Gráficos",
/* base stations */
"base_stations_title": "Gestión de Estaciones Base",
"base_stations_no_bluetooth": "No se pudo encontrar un adaptador Bluetooth válido. Por favor conecta un dispositivo Bluetooth capaz de BLE para poder utilizar Gestión de Estaciones Base.",
"base_stations_none_found": "No se han detectado estaciones base. Si tienes algunas, asegúrate de que están enchufadas.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "¡Colisión de canales detectada! Esto causará problemas de rastreamiento. Cada una de tus estaciones base debería usar un canal distinto.",
"base_stations_state_sleep": "Durmiendo",
"base_stations_state_standby": "Standby",
"base_stations_state_active": "Activo",
"base_stations_state_unknown": "Desconocido",
"base_stations_state_faulty": "Defectuoso",
"base_stations_channel_select_label": "Selecciona un canal de estaciones base:",
"base_stations_active_channel": "Canal {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Apodo",
/* actions */
"base_stations_action_wake_all": "Despertar Todos",
"base_stations_action_sleep_all": "Dormir Todos",
"base_stations_action_fix_collisions": "Arreglar Colisiones de Canales",
"base_stations_btn_wake": "Despertar",
"base_stations_btn_standby": "Standby",
"base_stations_btn_sleep": "Dormir",
"base_stations_btn_edit": "Editar",
"base_stations_btn_save": "Guardar",
"base_station_power_management": "Gestión de Energía de Estaciones Base",
"base_stations_power_mgmt_enable": "Habilitar gestión de energía *",
"base_stations_power_mgmt_enable_description_standby": "Las estaciones base encendidas entran en modo standby cuando SteamVR no está en uso, y se despiertan cuando SteamVR se abre.",
"base_stations_power_mgmt_enable_description_sleep": "Las estaciones base encendidas se duermen cuando SteamVR no está en uso, y se despiertan cuando SteamVR se abre.",
"base_stations_power_mgmt_on_startup": "Encender estaciones base con SteamVR",
"base_stations_power_mgmt_on_startup_description": "Las estaciones base apagadas se despiertan cuando SteamVR se abre.",
"base_stations_power_mgmt_on_shutdown": "Apagar estaciones base con SteamVR",
"base_stations_power_mgmt_on_shutdown_description": "Las estaciones base encendidas se apagan cuando SteamVR no está en uso.",
"base_stations_power_mgmt_standby": "Standby",
"base_stations_power_mgmt_standby_description": "Las estaciones base apagarán únicamente sus lásers para encenderse más rápido cuando SteamVR se abre. Esto no está disponible en estaciones base 1.0 y algunos modelos de estaciones base 2.0, en esos casos, se dormirá.",
"base_stations_power_mgmt_sleep": "Dormir",
"base_stations_power_mgmt_sleep_description": "Las estaciones base apagarán sus lásers y motores.",
"base_stations_power_mgmt_warning": "* NO RECOMENDADO para espacios de juego compartidos por múltiples usuarios de SteamVR.",
/* settings */
"settings_title": "Ajustes",
"settings_advanced": "Ajustes avanzados",
"settings_advanced_description": "Muestra ajustes extra y controles más finos para power users.",
"settings_calibrate_motion_vectors": "Calibrar vectores de movimiento",
"settings_calibrate_motion_vectors_description": "Mejora la predicción de movimiento para rastreamiento más fluido. Puede afectar a juegos con muchas físicas.",
"settings_autofix_playspace_jumps": "Auto corregir saltos de espacio de juego",
"settings_autofix_playspace_jumps_description": "Intenta automáticamente detectar y corregir saltos repentinos en el rastreo del espacio de juego.",
"settings_enforce_minimum_rotation_variance": "Forzar variación mínima de rotación",
"settings_enforce_minimum_rotation_variance_description": "Automáticamente descarta muestras que son similares en rotación para mejorar la calidad de calibración.",
"settings_locale": "Idioma",
"settings_reset": "Reiniciar todos los ajustes",
"settings_reset_description": "Reinicia todos los ajustes a su valor predeterminado. Esto es permanente y no se puede revertir.",
"settings_reset_confirm": "Esta acción es permanente y no se puede revertir. ¿Estás seguro de que quieres continuar?",
"settings_reset_yes": "Sí",
"settings_reset_no": "No",
/* about */
"about_title": "Sobre",
"about_description": "Space Calibrator es una herramienta gratuita y de código abierto que te permite utilizar dispositivos de diferentes fabricantes juntos con SteamVR.",
"about_view_source_info": "Puedes ver el código fuente en el repositorio de GitHub.",
"about_contributors_title": "Contribuidores",
"about_contributors_description": "Space Calibrator es posible gracias a la ayuda de las siguientes personas:",
"about_translators_title": "Tranductores",
"about_translators_description": "Space Calibrator se ha traducido por las siguientes personas:",
"about_licenses_title": "Licencias",
"about_licenses_description": "Este programa está licenciado bajo la licencia MIT. Otras dependencias están licenciadas bajo otras licencias, por favor mira las licencias abajo para más información.",
"about_link_github": "GitHub",
"about_link_discord": "Servidor de Discord",
"about_link_logs_dir": "Carpeta de logs",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Otra instancia de Space Calibrator ya está presente",
"troubleshoot_diagnosis_legacy_ipc_found_description": "Una versión incompatible de Space Calibrator está abierta actualmente. Has de desinstalarla para usar esta aplicación. ¿Te gustaría eliminarla automáticamente?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Otra instancia de Space Calibrator ya está presente",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Otra versión de Space Calibrator está instalada actualmente. ¿Te gustaría eliminarla?",
"troubleshoot_action_yes": "Sí",
"troubleshoot_action_no": "No",
"troubleshoot_action_quit": "Cerrar",
/* tutorial */
"learn_title": "Aprende",
"learn_card_standard_calibration": "Calibración Estándar",
"learn_card_standard_calibration_description": "Aprende a calibrar una pareja de dispositivos.",
"learn_card_continuous_calibration": "Calibración Continua",
"learn_card_continuous_calibration_description": "Calibra frecuentemente para evitar desviación (drift) durante el juego.",
"learn_card_base_station_management": "Gestión de Estaciones Base",
"learn_card_base_station_management_description": "Controla tus estaciones base de SteamVR de forma inalámbrica.",
"learn_card_ui_tour": "Tour de interfaz de usuario",
"learn_card_ui_tour_description": "Una vista rápida de la interfaz de Space Calibrator.",
"learn_action_back": "Atrás",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "La Calibración Estándar alinea dos sistemas de rastreamiento juntos para que tus dispositivos de realidad virtual funcionen juntos en el mismo espacio de juego físico.",
"learn_page_standard_select_devices_title": "Selecciona tus dispositivos",
"learn_page_standard_select_devices_desc": "Antes de empezar, la app necesita saber los dos dispositivos que quieres alinear.",
"learn_page_standard_ref_device": "Dispositivo de referencia: Este dispositivo es lo que estás calibrando, usualmente un mando.",
"learn_page_standard_target_device": "Dispositivo de destino: El dispositivo no alineado con el que estás calibrando, usualmente un tracker o similar.",
"learn_page_standard_perform_title": "Haz la Calibración",
"learn_page_standard_perform_step1": "Coge ambos dispositivos firmemente en una mano. Cógelos lo más fuerte que puedas para que no se muevan durante el proceso de calibración.",
"learn_page_standard_perform_step2": "Haz clic en el botón de Calibración Estándar para empezar.",
"learn_page_standard_perform_step3": "Muévete por tu habitación mientas mueves los dispositivos en ochos, como se muestra abajo.",
"learn_page_standard_speeds_title": "Velocidades de Calibración",
"learn_page_standard_speeds_desc": "Puedes, opcionalmente, alterar la velocidad de calibración para afectar cuánto movimiento es necesario. Más movimiento tiende a mejorar la calidad de calibración.",
"learn_page_standard_speed_fast": "Rápido: Tarda menos tiempo en calibrarse, pero puede resultar en una calibración de menor calidad.",
"learn_page_standard_speed_slow": "Lento / Muy Lento: Tarda más tiempo en calibrarse y tiende a resultar en calibraciones más exactas.",
"learn_page_standard_completion_note": "Una vez la barra de progreso se llene, tus dispositivos se deberían alinear instantáneamente en realidad virtual. Si esto no ocurre, prueba a calibrar otra vez.",
"learn_page_standard_drift_title": "Una Nota sobre la desviación (drift)",
"learn_page_standard_drift_desc": "Con el paso del tiempo, tus dispositivos pueden desviarse, rompiendo la calibración. Si esto pasa, deberás recalibrar para corregirlo. Si has de hacer esto frecuentemente, deberías considerar usar Calibración Continua.",
"learn_page_continuous_desc1": "Si te das cuenta de que tus dispositivos se están moviendo lentamete, girando, o desviándose fuera de lugar mientras juegas, la Calibración Continua es la solución a esos problemas.",
"learn_page_continuous_desc2": "En lugar de forzarte a parar y manualmente calibrar cada cierto tiempo, la Calibración Continua automáticamente mantiene tu rastreamiento sincronizado en segundo plano mientras juegas.",
"learn_page_continuous_note_title": "Nota",
"learn_page_continuous_note_desc": "Un tracker dedicado montado en tus gafas de VR ES necesario para utilizar esta función.",
"learn_page_continuous_desc3": "La Calibración Continua intenta recalibrar tus dispositivos frecuentemente para eliminar toda la desviación (drift). Tiende a hacer la calibración algo sobre lo que no piensas nunca después de configurarla.",
"learn_page_continuous_setup_instructions": "Para configurar la Calibración Continua, primero selecciona tus dispositivos tal y como se explica en la página de la Calibración Estándar. Tus gafas de VR deberán estar seleccionadas como el dispositivo de referencia, y el tracker de calibración como el dispositivo de destino. Entonces, haz clic en el botón de Calibración Continua para empezar la calibración. Puede tardar un poco de tiempo hasta que la calibración inicial se haya completado, ¡así que muévete para permitir que la app aprenda sobre tu rastreamiento!",
"learn_page_continuous_should_use_title": "¿Debería utilizar Calibración Continua?",
"learn_page_continuous_should_use_standard": "Utiliza Calibración Estándar si no tienes un tracker extra para montar en tus gafas de VR, no pasas mucho tiempo en realidad virtual, o no te molesta recalibrar cada cierto tiempo cuando observas desviación (drift).",
"learn_page_continuous_should_use_continuous": "Utiliza Calibración Continua si deseas prácticamente nunca pensar sobre la desviación. Esto está recomendado si pasas mucho tiempo en realidad virtual o observas cantidades significantes de desviación (drift) al paso del tiempo.",
"learn_page_continuous_physical_setup_title": "Configuración física (montar el tracker en tus gafas de realidad virtual)",
"learn_page_continuous_physical_setup_desc1": "Para utilizar Calibración Continua necesitarás un tracker dedicado agarrado a tus gafas de VR. Usualmente puedes encontrar modelos 3D en el internet que puedes imprimir para empezar, o puedes preguntar alrededor en la comunidad para ver lo que otras personas han hecho.",
"learn_page_continuous_physical_setup_desc2": "Una vez montado, el tracker debería estar enganchado de forma segura a las gafas. No debería tambalearse, girar, o sacudirse. Cuanto mejor montado, la calibración será más consistente.",
"learn_page_basestation_desc": "Space Calibrator te permite controlar tus estaciones base de SteamVR si tienes un adaptador Bluetooth BLE compatible disponible.",
"learn_page_basestation_1_title": "Modelos de Estación Base 1.0",
"learn_page_basestation_1_desc": "Únicamente las puedes encender y apagar. Cambiar canales inalámbricamente no está soportado, has de utilizar el botón físico en la parte trasera de la estación base para alternar entre canales.",
"learn_page_basestation_2_title": "Modelos de Estación Base 2.0",
"learn_page_basestation_2_desc1": "Fabricados por Valve y HTC, estas tienen mejor soporte para gestión inalámbrica que las estaciones base 1.0. Con estas puedes encenderlas y apagarlas, y también establecer su canal. Las estaciones base 2.0 han de estar cada una en un canal único, no funcionarán en caso contrario. Space Calibrator ofrecerá ayuda para arreglar esto si ocurre.",
"learn_page_basestation_2_desc2": "Para cambiar el canal de una estación base 2.0, navega a la pestaña de Gestión de Estaciones Base, selecciona el botón de editar para la estación base que quieres controlar, y haz clic en el canal deseado (marcado en verde).",
"learn_page_basestation_auto_power_title": "Gestión de Energía automática",
"learn_page_basestation_auto_power_desc": "Puedes ir a la pestaña de Ajustes para activar Gestión automática de Estaciones Base, lo que encenderá tus estaciones base cuando Space Calibrator se abra, y las apagará cuando cierres SteamVR (con Space Calibrator abierto). Nota que cerrar Space Calibrator manualmente antes de cerrar SteamVR NO apagará tus estaciones base automáticamente.",
"learn_page_ui_tour_desc": "Esta interfaz está dividida en diversas pestañas, cada una conteniendo varias cosas.",
"learn_page_ui_tour_calibration_heading": "Pestaña de Calibración",
"learn_page_ui_tour_cal_desc1": "La pestaña de Calibración contiene controles relacionados con las calibraciones. Controlas tu calibraciones aquí.",
"learn_page_ui_tour_cal_desc2": "Arriba verás una tarjeta mostrando si tienes una calibración activa y su tipo.",
"learn_page_ui_tour_cal_desc3": "Debajo de eso puedes seleccionar que dispositivos deseas utilizar para calibrar. Primero deberás seleccionar los sistemas de rastreamiento que quieres calibrar. Y en el panel de la derecha deberás seleccionar que vas a calibrar.",
"learn_page_ui_tour_cal_desc4": "Debajo de eso están los botones para hacer una calibración. Si no estás seguro de lo que deberías hacer, por favor lee las páginas sobre la Calibración Estándar y la Calibración Continua para aprender más.",
"learn_page_ui_tour_cal_desc5": "Abajo de la pestaña de Calibración encontrarás diversas opciones para controlar la calibración. Algunos de estos ajustes sólo se hacen visibles si los ajustes avanzados están habilitados.",
"learn_page_ui_tour_base_stations_heading": "Pestaña de Gestión de Estaciones Base",
"learn_page_ui_tour_bs_desc": "Aquí puedes controlar cualquier estación base en tu habitación con un adaptador Bluetooth BLE soportado. Usualmente no tienes que tocarlo despueś de la configuración inicial.",
"learn_page_ui_tour_settings_heading": "Pestaña de Ajustes",
"learn_page_ui_tour_settings_desc1": "Aquí puedes establecer algunos ajustes globales para el programa. Éstos incluyen ajustes avanzados, Gestión de Estaciones Base, y el idioma de la interfaz.",
"learn_page_ui_tour_settings_desc2": "Algunas funciones de esta app requieren que los Ajustes Avanzados estén activados. Sólo deberías activar esto si sabes lo que estás haciendo.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Inglés (Reino Unido)",
"languages_en_US": "Inglés (Estados Unidos)",
"languages_fr": "Francés",
"languages_it": "Italiano",
"languages_de": "Alemán",
"languages_nl": "Neerlandés",
"languages_es_ES": "Español (España)",
"languages_es_US": "Español (Latinomérica)",
"languages_da": "Danés",
"languages_sv": "Sueco",
"languages_fi": "Finlandés",
"languages_no": "Noruego",
"languages_bg": "Búlgaro",
"languages_pl": "Polaco",
"languages_cs": "Checo",
"languages_el": "Griego",
"languages_hu": "Húngaro",
"languages_pt_PT": "Portugués (Portugal)",
"languages_pt_BR": "Portugués (Brazil)",
"languages_ro": "Rumano",
"languages_ru": "Ruso",
"languages_tr": "Turco",
"languages_uk": "Ucraniano",
"languages_zh_HANS": "Chino (Simplificado)",
"languages_zh_HANT": "Chino (Tradicional)",
"languages_ja": "Japonés",
"languages_ko": "Coreano",
"languages_th": "Tailandés",
"languages_vi": "Vietnamita",
"languages_system": "Idioma del Sistema"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - sulje VR sovelluksen näkymä käyttääksesi hiirtä", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "Seurattuja laitteita ei havaittu. Käynnistä laite jatkaaksesi.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Jokin meni pahasti vikaan! Kirjoita raportti kehittäjälle GitHubissa tai Steam keskustelussa, jotta tämä voidaan korjata.",
"ipc_unavailable": "Yhdistäminen Space Calibrator SteamVR ajuriin epäonnistui. Tarkista sovellustiedostojen eheys Steamissa -> Ominaisuudet -> Tiedostot, tai asenna sovellus uudelleen.",
"steamvr_unavailable": "Yhdistäminen SteamVR:ään epäonnistui.",
"vr_troubleshooting_hmd_not_found": "Yhdistä ensin VR-lasisi ja käynnistä SteamVR.",
"vr_troubleshooting_connect_steamlink": "Avaa ensin SteamLink VR-laseissasi ja yhdistä SteamVR:ään",
"vr_troubleshooting_generic": "Yhdistä ensin VR-lasisi ja käynnistä SteamVR. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"ipc_unvailable_auto_fix": "Yritä korjata",
"ipc_unvailable_auto_fix_note_reboot": "Tietokone on käynnistettävä uudelleen, jotta muutokset toteutuvat.",
"calibration_title": "Kalibrointi",
"calibration_count_none": "Ei kalibrointia. Luo uusi kalibrointi aloittaaksesi.", // Shown when there are no calibrations active
"calibration_new": "Uusi kalibrointi",
"calibration_delete": "Poista kalibrointi",
"calibration_next": "Seuraava kalibrointi",
"calibration_previous": "Edellinen kalibrointi",
"calibration_status_none": "Ei aktiivista kalibrointia.",
"calibration_status_none_description": "Valitse laitepari ja kalibroi ne.",
"calibration_status_edit": "Kalibroinnin muokkaus.",
"calibration_status_edit_description": "Muokataan nykyistä kalibrointia.",
"calibration_status_continuous": "Jatkuva kalibrointi",
"calibration_status_continuous_description": "Jatkuva kalibrointi käyttää toiseen laitteeseen fyysisesti kiinnitettyä seurantalaitetta ja kalibroi ne keskenään automaattisesti muutaman sekunnin välein.",
"calibration_status_standard": "Tavallinen kalibrointi",
"calibration_status_standard_description": "Sinulla on aktiivinen kalibrointi. Uusi kalibrointi voi olla tarpeen, jos laitteet ovat liukuneet erilleen toisistaan.",
// space here refers to a tracking space / tracking system.
"reference_device": "Päälaite",
"reference_device_description": "Kohdelaite kalibroidaan tämän laiteen kanssa. Päälaite on yleensä VR-lasit, tai ohjain.",
"target_device": "Kohdelaite",
"target_device_description": "Tätä laitetta käytetään muiden seurantalaitteiden tai ohjaimien kohdistamiseen.",
"select_reference_device": "Valitse päälaite",
"select_target_device": "Valitse kohdelaite",
"identify_selected_devices": "Tunnista valitut laitteet (vilkuttaa LED-valoa tai värisee)",
"identify_auto_detect_devices": "Tunnista laitteet automaattisesti",
"calibration_error_reference_hmd_missing": "Edellistä kohdelaitetta ei löytynyt. Kalibroi eri kohdelaitteella tai varmista, että edellinen kohdelaite on yhdistetty.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Stage tracking -asetus on pois käytöstä! Paremman kokemuksen saamiseksi, avaa Virtual Desktopin Streaming-valikko VR-laseissasi ja kytke päälle \"Center to play area (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "Älä näytä tätä uudelleen",
"calibration_action_start": "Tavallinen Kalibrointi",
"calibration_action_clear": "Tyhjennä Kalibrointi",
"calibration_action_continuous": "Jatkuva Kalibrointi",
"calibration_action_edit": "Muokkaa Kalibrointia",
"save_calibration_profile": "Tallenna Profiili",
"calibration_progress": "Kalibroinnin edistyminen",
"calibration_info_move_around_insufficient_samples": "Pidä valitut laitteesi kiinni toisissaan ja kävele ympäri pelialuettasi, tehden laitteilla kahdeksikko muotoa ilmassa.",
"calibration_speed": "Kalibroinnin nopeus",
"calibration_speed_description": "Kuinka kauan kalibrointi kestää. Hitaampi kalibrointi antaa tarkemman tuloksen.",
"calibration_speed_fast": "Nopea",
"calibration_speed_slow": "Hidas",
"calibration_speed_very_slow": "Erittäin hidas",
/* Editing calibrations */
"edit_calibration_rotation": "Kierto",
"edit_calibration_position": "Sijainti (m)",
"edit_calibration_yaw": "Kääntyminen",
"edit_calibration_pitch": "Nyökkääminen",
"edit_calibration_roll": "Kallistuminen",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Suhteellinen mittakaava (m)",
"continuous_hide_tracker": "Piilota kohdelaite muilta sovelluksilta.",
"continuous_relative_calibration": "Käytä suhteellista kalibrointia",
"continuous_relative_calibration_description": "Suhteellisessa kalibroinnissa kohdelaite ja siitä riippuvat laitteet seuraavat aina päälaitetta (yleensä VR-laseja) vaatimatta uutta kalibrointia. Tämä VAATII jatkuvan kalibroinnin.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "Ei nimeä", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Kalibrointi",
"tab_page_graphs": "Kuvaajat",
"tab_page_base_station_management": "Tukiasemat",
"tab_page_settings": "Asetukset",
"tab_page_debug": "Virheenjäljitys",
"tab_page_learn": "Käyttöohje",
"tab_page_about": "Tietoja",
/* graphs */
"graphs_title": "Kuvaajat",
/* base stations */
"base_stations_title": "Tukiasemien hallinta",
"base_stations_no_bluetooth": "Sopivaa Bluetooth sovitinta ei löytynyt. Yhdistä BLE-yhteensopiva Bluetooth laite hallinnoidaksesi tukiasemia.",
"base_stations_none_found": "Tukiasemia ei havaittu. Jos tukiasemia on, varmista että ne ovat kytkettynä virtaan.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Kanavaristiriita havaittu! Tämä aiheuttaa seuranta ongelmia. Varmista että mikään tukiasema ei käytä samaa kanavaa toisen tukiaseman kanssa.",
"base_stations_state_sleep": "Lepotilassa",
"base_stations_state_standby": "Valmiustilassa",
"base_stations_state_active": "Aktiivinen",
"base_stations_state_unknown": "Tuntematon tila",
"base_stations_state_faulty": "Viallinen",
"base_stations_channel_select_label": "Valitse tukiaseman kanava:",
"base_stations_active_channel": "Kanava {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Lempinimi",
/* actions */
"base_stations_action_wake_all": "Käynnistä kaikki",
"base_stations_action_sleep_all": "Aseta kaikki lepotilaan",
"base_stations_action_fix_collisions": "Korjaa kanavaristiriidat",
"base_stations_btn_wake": "Käynnistä",
"base_stations_btn_standby": "Valmiustilaan",
"base_stations_btn_sleep": "Lepotilaan",
"base_stations_btn_edit": "Muokkaa",
"base_stations_btn_save": "Tallenna",
"base_station_power_management": "Tukiasemien virranhallinta",
"base_stations_power_mgmt_enable": "Käytä virranhallintaa *",
"base_stations_power_mgmt_enable_description_standby": "Käynnissä olevat tukiasemat menevät automaattisesti valmiustilaan kun SteamVR suljetaan, ja käynnistyvät kun SteamVR avataan.",
"base_stations_power_mgmt_enable_description_sleep": "Käynnissä olevat tukiasemat menevät automaattisesti lepotilaan kun SteamVR suljetaan, ja käynnistyvät kun SteamVR avataan.",
"base_stations_power_mgmt_on_startup": "Käynnistä tukiasemat kun SteamVR käynnistyy.",
"base_stations_power_mgmt_on_startup_description": "Lepotilassa olevat tukiasemat käynnistyvät kun SteamVR avataan.",
"base_stations_power_mgmt_on_shutdown": "Laita tukiasemat pois päältä kun SteamVR suljetaan.",
"base_stations_power_mgmt_on_shutdown_description": "Käynnissä olevat tukiasemat sammuvat kun SteamVR suljetaan.",
"base_stations_power_mgmt_standby": "Valmiustila",
"base_stations_power_mgmt_standby_description": "Tukiasemat kytkevät vain laser-valon pois päältä, mutta pyörintämoottori pysyy käynnissä. Tämä on saatavilla vain 2.0 tukiasemissa. Jos tukiasema ei tue toimintoa, sen sijaan käytetään lepotilaa.",
"base_stations_power_mgmt_sleep": "Lepotila",
"base_stations_power_mgmt_sleep_description": "Tukiasemien laser-valot sekä moottorit sammuvat.",
"base_stations_power_mgmt_warning": "* EI SUOSITELLA jos samaa pelialuetta käyttää useampi SteamVR käyttäjä.",
/* settings */
"settings_title": "Asetukset",
"settings_advanced": "Edistyneet asetukset",
"settings_advanced_description": "Näyttää enemmän asetuksia ja hienosäätöjä tehokäyttäjille.",
"settings_calibrate_motion_vectors": "Kalibroi liikevektorit",
"settings_calibrate_motion_vectors_description": "Parantaa liikkeen ennakointia ja seurannan reaktiivisuutta nopeisiin liikkeisiin. Saattaa vaikuttaa fysiikka-painoitteisiin peleihin.",
"settings_autofix_playspace_jumps": "Korjaa pelialue hypyt automaattisesti",
"settings_autofix_playspace_jumps_description": "Yrittää korjata pelialueen teleporttaus- tai hyppäämisvirheet automaattisesti.",
"settings_enforce_minimum_rotation_variance": "Pakota minimi kiertopoikkeama",
"settings_enforce_minimum_rotation_variance_description": "Hylkää kiertoasteiltaan liian samanlaiset näytteet automaattisesti kalibroinnin laadun parantamiseksi.",
"settings_locale": "Kieli",
"settings_reset": "Nollaa asetukset",
"settings_reset_description": "Palauttaa kaikki asetukset oletusarvoihin. Tätä ei voi perua.",
"settings_reset_confirm": "Tätä ei voida perua. Haluatko varmasti jatkaa?",
"settings_reset_yes": "Kyllä",
"settings_reset_no": "En",
/* about */
"about_title": "Tietoja",
"about_description": "Space Calibrator on ilmainen avoimenlähdekoodin työkalu, joka mahdollistaa eri valmistajien laitteiden samanaikaisen käytön SteamVR-ympäristössä.",
"about_view_source_info": "Voit tarkastella lähdekoodia Githubissa.",
"about_contributors_title": "Kehittäjät",
"about_contributors_description": "Space Calibratorin ovat mahdollistaneet:",
"about_translators_title": "Kääntäjät",
"about_translators_description": "Space Calibratorin ovat kääntäneet:",
"about_licenses_title": "Lisenssit",
"about_licenses_description": "Tämä ohjelma on lisensoitu MIT-lisenssin alla. Muut riippuvuudet käyttävät muita lisensointeja, tarkastele lisenssejä alta saadaksesi lisätietoja.",
"about_link_github": "GitHub",
"about_link_discord": "Discord Palvelin",
"about_link_logs_dir": "Loki kansio",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Löydettiin toinen Space Calibrator asennus",
"troubleshoot_diagnosis_legacy_ipc_found_description": "Toinen asennus Space Calibratorista on käynnissä ja se luo konfliktin tämän asennuksen kanssa. Toinen Space Calibrator versio on poistettava ennen kuin tätä versiota voidaan käyttää. Haluatko poistaa toisen version asennuksen automaattisesti?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Löydettiin toinen Space Calibrator asennus",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Löydettiin toinen versio Space Calibratorista. Haluatko poistaa sen?",
"troubleshoot_action_yes": "Kyllä",
"troubleshoot_action_no": "Ei",
"troubleshoot_action_quit": "Sulje",
/* tutorial */
"learn_title": "Käyttöohje",
"learn_card_standard_calibration": "Tavallinen Kalibrointi",
"learn_card_standard_calibration_description": "Opi kalibroimaan laitepari.",
"learn_card_continuous_calibration": "Jatkuva Kalibrointi",
"learn_card_continuous_calibration_description": "Kalibroi laitepari jatkuvasti erilleen liukumisen minimoimiseksi.",
"learn_card_base_station_management": "Tukiasemien hallinta",
"learn_card_base_station_management_description": "Hallinnoi SteamVR tukiasemia langattomasti.",
"learn_card_ui_tour": "Käyttöliittymän esittely",
"learn_card_ui_tour_description": "Yleiskatsaus Space Calibratorin käyttöliittymästä.",
"learn_action_back": "Takaisin",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Tavallinen kalibrointi kohdistaa kaksi erilaista seurantalaitteistoa toisiinsa siten, että kaikkien laitteiden virtuaalinen sijainti vastaa niiden todellista sijaintia.",
"learn_page_standard_select_devices_title": "Valitse laitteesi",
"learn_page_standard_select_devices_desc": "Ennen aloittamista, sovelluksen tulee tietää mitkä laitteet haluat kohdistaa toisiinsa.",
"learn_page_standard_ref_device": "Päälaite: Tämä laite on kalibroinnin kohde, yleensä ohjain.",
"learn_page_standard_target_device": "Kohdelaite: kohdistamaton laite, jonka haluat kohdistaa Päälaitteen kanssa, yleensä seurantalaite tai vastaava.",
"learn_page_standard_perform_title": "Suorita kalibrointi",
"learn_page_standard_perform_step1": "Pidä laiteparia tiukasti samassa kädessä. Yritä pitää laitteet kokoajan kiinni toisissaan ilman, että ne pääsevät liikkumaan toistensa suhteen yhtään kalibroinnin aikana.",
"learn_page_standard_perform_step2": "Paina Tavallinen Kalibrointi -nappia aloittaaksesi kalibrointi.",
"learn_page_standard_perform_step3": "Kävele ympäri huonettasi samalla tehden laiteparilla kahdeksikko muotoa ilmassa kuvan mukaisesti.",
"learn_page_standard_speeds_title": "Kalibrointi nopeudet",
"learn_page_standard_speeds_desc": "Voit halutessasi muuttaa kalibrointiin vaadittavaa aikaa ja liikkeen määrä. Pidempi kalibrointi ja enemmän liikettä antaa paremman tuloksen.",
"learn_page_standard_speed_fast": "Nopea: Kestää vähemmän aikaa, mutta voi antaa epätarkemman tuloksen.",
"learn_page_standard_speed_slow": "Hidas / Erittäin Hidas: Kalibrointiin vaadittava aika on pidempi, ja tulokset ovat tarkempia.",
"learn_page_standard_completion_note": "Kun edistymispalkki on täynnä, laitteidesi pitäisi välittömästi kohdistua toisiinsa VR:ässä. Jos näin ei tapahdu, yritä kalibroida uudelleen.",
"learn_page_standard_drift_title": "Erilleen liukuminen",
"learn_page_standard_drift_desc": "Ajan kuluessa laitteesi saattavat liukua erilleen. Jos laitteesi ovat liukuneet erilleen, sinun on kalibroitava uudelleen. Jos tätä tapahtuu usein, harkitse jatkuvan kalibroinnin käyttöä.",
"learn_page_continuous_desc1": "Jos havaitset laitteiden liukuvan hiljaa erilleen kääntyen tai liikkuen. Jatkuva kalibrointi on vastaus tähän ongelmaan.",
"learn_page_continuous_desc2": "Sen sijaan, että joutuisit jatkuvasti manuaalisesti kalibroimaan laitteet uudelleen, jatkuva kalibrointi pitää laitteet kohdistettuna taustalla automaattisesti samalla kun pelaat.",
"learn_page_continuous_note_title": "Huomaa",
"learn_page_continuous_note_desc": "Tämä ominaisuus vaatii erillisen VR-laseihin kiinnitetyn seurantalaitteen.",
"learn_page_continuous_desc3": "Jatkuva kalibrointi kalibroi laitteesi usein ja pitää ne kohdistettuna erilleen liukumisen estämiseksi. Tätä ominaisuutta käytettäessä, kalibrointi tehdään kerran ja sen jälkeen laitteet pysyvät kohdistettuna automaattisesti.",
"learn_page_continuous_setup_instructions": "Jatkuvan kalibroinnin aloittamiseksi, valitse laitepari, kuten tavallisen kalibroinnin sivulla ohjeistetaan. Valitse VR-lasit päälaitteeksi ja niihin kiinnitetty seurantalaite kohdelaitteeksi. Paina jatkuva kalibrointi nappia aloittaaksesi kalibrointi. Ensimmäisen kalibroinnin valmiiksi saaminen saattaa kestää hetken, liikuta laiteparia kunnes ensimmäinen kalibrointi on valmis.",
"learn_page_continuous_should_use_title": "Milloin jatkuvaa kalibrointia tulisi käyttää?",
"learn_page_continuous_should_use_standard": "Jos sinulla ei ole ylimääräistä seurantalaitetta, jonka kiinnittää VR-laseihin, et pelaa pitkiä pelisessioita, tai sinua ei haittaa kalibroida laitteita uudelleen manuaalisesti erilleen liukumisen tapahtuessa, voit käyttää tavallista kalibrointia.",
"learn_page_continuous_should_use_continuous": "Käytä jatkuvaa kalibrointia jos et halua miettiä erilleen liukumista. Tätä ominaisuutta suositellaan käytettäväksi jos pelaat pitkiä VR pelisessioita, tai havaitset usein tapahtuvaa erilleen liukumista.",
"learn_page_continuous_physical_setup_title": "Fyysinen kokonpano (Seurantalaitteen kiinnitys VR-laseihin)",
"learn_page_continuous_physical_setup_desc1": "Käyttääksesi jatkuvaa kalibrointia, tarvitset erillisen seurantalaitteen, jonka kiinnittää VR-laseihin. Seurantalaite voidaan kiinnittää useilla eri tavoilla, riippuen mitä VR-laseja ja seurantalaitetta käytät. Voit käyttää internetistä löytyviä 3D tulostettavia kiinnikettä, pienoiskameroille (esim GoPro tai vastaava) tarkoitettua kiinnikettä tai kysyä yhteisöltä mitä kiinnitys tapoja muut käyttävät.",
"learn_page_continuous_physical_setup_desc2": "Kun seurantalaite on kiinnitetty VR-laseihin hyvin, sen ei pitäisi heilua tai liikkua yhtään suhteessa VR-lasien etuosaan. Parempi kiinnitys antaa tarkemmat kalibroinnin tulokset.",
"learn_page_basestation_desc": "Space Calibratorilla voit myös hallinnoida SteamVR tukiasemiasi, jos tietokoneessasi on yhteensopiva BLE Bluetooth sovitin.",
"learn_page_basestation_1_title": "1.0 Tukiasema mallit",
"learn_page_basestation_1_desc": "Voit käynnistää ja sammuttaa tukiasemat sovelluksesta, mutta kanavien langatonta hallintaa ei tueta, paina tukiaseman takaosassa olevaa nappia jos haluat vaihtaa kanavia.",
"learn_page_basestation_2_title": "2.0 Tukiasema mallit",
"learn_page_basestation_2_desc1": "Valven ja HTC:n valmistamat 2.0 tukiasemat. Näissä on parempi langattoman hallinnan tuki kuin 1.0 tukiasemissa. Voit käynnistää ja sammuttaa tukiasemat sovelluksesta, sekä vaihtaa niiden kanavia. 2.0 tukiasemat tulee asettaa kaikki omille erillisille kanavilleen, muuten ne eivät toimi oiken. Space Calibrator tunnistaa yleensä kanavaristiriidat ja tarjoaa niiden automaattista korjaamista.",
"learn_page_basestation_2_desc2": "Vaihtaaksesi 2.0 tukiasemien kanavia, mene Tukiasemien hallinta -sivulle, valitse tukiasema jota haluat hallinnoida, ja sitten valitse haluttu kanava (nykyinen kanava merkitty vihreällä, muiden tukiasemien käyttämät kanavat tummanharmaalla).",
"learn_page_basestation_auto_power_title": "Automaattinen virranhallinta",
"learn_page_basestation_auto_power_desc": "Asetukset sivulta, voit kytkeä päälle automaattisen tukiasemien virranhallinnan, joka käynnistää tukiasemat kun Space Calibrator käynnistyy, ja sammuttaa ne, kun SteamVR sulkeutuu (Space Calibratorin ollessa käynnissä). Huomaa, että Space Calibratorin manuaalinen sulkeminen ennen SteamVR:än sulkemista ei sammuta tukiasemia automaattisesti.",
"learn_page_ui_tour_desc": "Käyttöliittymä on jaettu erillisiin sivuihin, jotka kukin sisältävät eri asioihin liittyviä toimintoja.",
"learn_page_ui_tour_calibration_heading": "Kalibrointi Sivu",
"learn_page_ui_tour_cal_desc1": "Kalibrointi sivu sisältää kalibrointiin liittyvät toiminnot, hallinnoi kalibrointia täällä.",
"learn_page_ui_tour_cal_desc2": "Ylhäältä näet onko kalibrointi tällähetkellä aktiivinen ja mikä kalibrointi tyyppi on kyseessä.",
"learn_page_ui_tour_cal_desc3": "Sen alta, voit valita mitä laitteita haluat käyttää kalibrointiin. Valitse ensin mitkä seurantalaitteistot haluat kalibroida. Valitse vaemmalta päälaite (tämän laitten paikka pysyy samana), ja sitten oikealta, kohdelaite, jonka haluat kohdistaa päälaitteeseen.",
"learn_page_ui_tour_cal_desc4": "Näiden alta löydät napit kalibroinnin aloittamiseksi. Jos olet epävarma mitä kalibrointia käyttää, lue sivut joilla kerrotaan lisätietoja tavallisen kalibroinnin ja jatkuvan kalibroinnin eroista.",
"learn_page_ui_tour_cal_desc5": "Kalibrointi sivun alaosasta löydät asetuksia joilla hallinnoida kalibrointia. Jotkin näistä asetuksista eivät näy, ellei edistyneet asetukset ole päällä.",
"learn_page_ui_tour_base_stations_heading": "Tukiasemien hallinta Sivu",
"learn_page_ui_tour_bs_desc": "Täällä voit hallinnoida huonessasi olevia tukiasemia tietokoneessasi olevalla tuetulla BLE Bluetooth sovittimella. Tätä sivua ei yleensä tarvitse käyttää kun sen asetukset on kerran tehty.",
"learn_page_ui_tour_settings_heading": "Asetukset Sivu",
"learn_page_ui_tour_settings_desc1": "Täällä voit muuttaa sovelluksen asetuksia, mukaan lukien edistyneet asetukset, tukiasemien hallinta, sekä käyttöliittymän kielen valinta.",
"learn_page_ui_tour_settings_desc2": "Jotkin sovelluksen toiminnot vaativat edistyneiden asetusten päällä olon. Käytä edistyneitä asetuksia vain jos tiedät mitä teet.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Englanti (Yhdistynyt Kuningaskunta)",
"languages_en_US": "Englanti (Yhdysvallat)",
"languages_fr": "Ranska",
"languages_it": "Italia",
"languages_de": "Saksa",
"languages_nl": "Hollanti",
"languages_es_ES": "Espanja (Manner-Espanja)",
"languages_es_US": "Espanja (Etelä-Amerikka)",
"languages_da": "Tanska",
"languages_sv": "Ruotsi",
"languages_fi": "Suomi",
"languages_no": "Norja",
"languages_bg": "Bulgaria",
"languages_pl": "Puola",
"languages_cs": "Tsekki",
"languages_el": "Kreikka",
"languages_hu": "Unkari",
"languages_pt_PT": "Portugali (Portugali)",
"languages_pt_BR": "Portugali (Brasilia)",
"languages_ro": "Romania",
"languages_ru": "Venäjä",
"languages_tr": "Turkki",
"languages_uk": "Ukraina",
"languages_zh_HANS": "Kiina (Yksinkertaistettu)",
"languages_zh_HANT": "Kiina (Perinteinen)",
"languages_ja": "Japani",
"languages_ko": "Korea",
"languages_th": "Thai",
"languages_vi": "Vietnam",
"languages_system": "Järjestelmän Kieli"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - fermer l'overlay VR pour pouvoir utiliser votre souris", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "Pas d'objet tracké présent. Merci d'allumer un appareil pour continuer.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Quelque chose s'est absolument mal passé ! Veuillez notifier cette erreur au développeur soit sur GitHub, soit sur les discussions Steam pour qu'elle puisse être réglée",
"ipc_unavailable": "La connexion avec le driver SteamVR de Space Calibrator n'a pas pu être établie. Merci de vérifier l'intégrité des fichiers en allant dans Propriétés -> Fichiers installés ou en ré-installant l'application.",
"steamvr_unavailable": "La connexion avec SteamVR n'a pas pu être établie.",
"vr_troubleshooting_hmd_not_found": "Veuillez connecter votre casque et lancer SteamVR en premier.",
"vr_troubleshooting_connect_steamlink": "Veuillez ouvrir SteamLink sur votre casque de VR et vous connecter à SteamVR en premier.",
"vr_troubleshooting_generic": "Veuillez connecter votre casque et lancer SteamVR en premier. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Calibration",
"calibration_count_none": "Pas de calibration trouvée, veuillez créer une nouvelle calibration pour commencer.", // Shown when there are no calibrations active
"calibration_new": "Nouvelle calibration",
"calibration_delete": "Supprimer la calibration",
"calibration_next": "Prochaine calibration",
"calibration_previous": "Ancienne calibration",
"calibration_status_none": "Pas de calibration active",
"calibration_status_none_description": "Veuillez sélectionner une paire d'appareils et calibrer pour commencer",
"calibration_status_edit": "Changer la calibration",
"calibration_status_edit_description": "Modification de la calibration actuelle",
"calibration_status_continuous": "Calibration continue",
"calibration_status_continuous_description": "Vous avez une calibration active. Elle utilise un tracker attaché pour recalibrer toutes les quelques secondes automatiquement.",
"calibration_status_standard": "Calibration Standard",
"calibration_status_standard_description": "Vous avez une calibration active. Il se peut que vous auriez besoin de re-calibrer si un des appareils dévie.",
// space here refers to a tracking space / tracking system.
"reference_device": "Appareil de référence",
"reference_device_description": "Cet appareil est celui qui va être utilisé pour calibrer, en général un casque de VR ou une manette.",
"target_device": "Appareil cible",
"target_device_description": "Cet appareil va être utilisé pour aligner vos trackers ou manettes.",
"select_reference_device": "Sélectionner l'appareil de référence",
"select_target_device": "Sélectionner l'appareil cible",
"identify_selected_devices": "Identifier l'appareil sélectionné (clignotement LED ou vibrations)",
"identify_auto_detect_devices": "Auto-détecter les appareils",
"calibration_error_reference_hmd_missing": "Appareil cible introuvé dans le système de tracking \"{0}\". il se peut que vous alliez besoin de récaliber.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "l'option \"Stage tracking\" est désactivé! Pour avoir une meilleur experience, Veuillez allez dans le menu de Virtual Desktop dans votre Quest et allez dans la fenêtre \"Streaming\" et activez \"Center to play area (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "Ne plus afficher",
"calibration_action_start": "Calibration Standard",
"calibration_action_clear": "Effacer la calibration",
"calibration_action_continuous": "Calibration continue",
"calibration_action_edit": "Changer la calibration",
"save_calibration_profile": "Sauvegarder le profil",
"calibration_progress": "Progression de la Calibration",
"calibration_info_move_around_insufficient_samples": "Attrapez vos appareils sélectionnés dans la même main, ensuite marchez dans votre espace de jeu en les tournant doucement en forme de 8.",
"calibration_speed": "Vitesse de Calibration",
"calibration_speed_description": "Combien de temps ça prend à calibrer. Les calibrations plus longues tendent à être plus précises.",
"calibration_speed_fast": "Rapide",
"calibration_speed_slow": "Lent",
"calibration_speed_very_slow": "Très Lent",
/* Editing calibrations */
"edit_calibration_rotation": "Rotation",
"edit_calibration_position": "Position (m)",
"edit_calibration_yaw": "Lacet",
"edit_calibration_pitch": "Tangage",
"edit_calibration_roll": "Roulis",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Échelle (m)",
"continuous_hide_tracker": "Cacher le tracker de référence de vos applications",
"continuous_relative_calibration": "Activer la calibration relative",
"continuous_relative_calibration_description": "Fait en sorte que la calibration soit relative par rapport à votre appareil (typiquement votre casque) pour qu'elle se mette à jour à chaque image sans avoir à recalibrer. Ceci a BESOIN d'être utilisé avec la calibration continue.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "pas de casque", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Calibration",
"tab_page_graphs": "Graphs",
"tab_page_base_station_management": "Stations de base",
"tab_page_settings": "Options",
"tab_page_debug": "Debug",
"tab_page_learn": "Découvrir",
"tab_page_about": "À propos",
/* graphs */
"graphs_title": "Graphs",
/* base stations */
"base_stations_title": "Gestion des stations de base",
"base_stations_no_bluetooth": "Pas d'adaptateur Bluetooth trouvé. Veuillez connecter un appareil compatible avec le Bluetooth à basse consommation (BLE) pour pouvoir utiliser la gestion des stations de base",
"base_stations_none_found": "Pas de station de base détectée. Si vous en avez, veuillez vérifier qu'elles sont branchées.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Collision de canal détectée ! Ceci va causer des problèmes de suivi. Vos stations de base doivent utiliser un canal unique.",
"base_stations_state_sleep": "En veille",
"base_stations_state_standby": "En attente",
"base_stations_state_active": "Active",
"base_stations_state_unknown": "Inconnu",
"base_stations_state_faulty": "cassée :/",
"base_stations_channel_select_label": "Sélectionner un canal pour votre station de base :",
"base_stations_active_channel": "Canal {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Surnom",
/* actions */
"base_stations_action_wake_all": "Réveiller toutes les stations",
"base_stations_action_sleep_all": "Mettre toutes les stations au dodo",
"base_stations_action_fix_collisions": "Fixer les collisions des canaux",
"base_stations_btn_wake": "Réveiller",
"base_stations_btn_standby": "En attente",
"base_stations_btn_sleep": "Endormie",
"base_stations_btn_edit": "Changer",
"base_stations_btn_save": "Sauvegarder",
"base_station_power_management": "Gestion de l'alimentation des stations de base",
"base_stations_power_mgmt_enable": "Activer la gestion de l'alimentation *",
"base_stations_power_mgmt_enable_description_standby": "Les stations de base allumées vont en mode d'attente. Lorsque SteamVR n'est pas utilisé, elles se rallumeront quand SteamVR démarre.",
"base_stations_power_mgmt_enable_description_sleep": "Les stations de base allumées iront en mode sommeil lorsque SteamVR n'est pas utilisé, elles se rallumeront quand SteamVR démarre.",
"base_stations_power_mgmt_on_startup": "Allumer les stations de base lorsque SteamVR démarre",
"base_stations_power_mgmt_on_startup_description": "Les stations de base s'allumeront lorsque SteamVR démarre.",
"base_stations_power_mgmt_on_shutdown": "Éteindre les stations de base lorsque SteamVR se ferme",
"base_stations_power_mgmt_on_shutdown_description": "Les stations de base s'éteindront lorsque SteamVR n'est pas utilisé.",
"base_stations_power_mgmt_standby": "En attente",
"base_stations_power_mgmt_standby_description": "Les stations de base éteindront uniquement leur laser pour sortir du mode endormi plus rapidement quand SteamVR démarre. Uniquement disponible pour les stations de base 2.0 ; le mode sommeil sera utilisé dans les autres cas.",
"base_stations_power_mgmt_sleep": "Endormie",
"base_stations_power_mgmt_sleep_description": "Les stations de base éteindront leurs lasers et leurs moteurs.",
"base_stations_power_mgmt_warning": "*PAS RECOMMANDÉ pour les utilisations où les stations de base sont partagées avec plusieurs utilisateurs SteamVR.",
/* settings */
"settings_title": "Options",
"settings_advanced": "Options avancées",
"settings_advanced_description": "Montre plus d'options pour affiner les réglages destinés aux utilisateurs avancés.",
"settings_calibrate_motion_vectors": "Calibrer les vecteurs de mouvement",
"settings_calibrate_motion_vectors_description": "Améliorer la prédiction des mouvements pour un tracking plus réactif. Il se peut que cela affecte les jeux reposant sur la physique.",
"settings_autofix_playspace_jumps": "Auto-corriger les sauts dans l'espace de jeu",
"settings_autofix_playspace_jumps_description": "Essaie de détecter automatiquement les sauts soudains dans le suivi de l'espace de jeu.",
"settings_enforce_minimum_rotation_variance": "Force une variance minimale de rotation",
"settings_enforce_minimum_rotation_variance_description": "Rejette automatiquement les échantillons avec des rotations similaires pour améliorer la qualité de la calibration.",
"settings_locale": "Langue",
"settings_reset": "Remettre toutes les options à zéro",
"settings_reset_description": "Remet toutes les options à zéro. Ceci est permanent et irréversible",
"settings_reset_confirm": "Ce changement est permanent et il n'est pas possible de revenir en arrière. Êtes-vous sûr de vouloir continuer ?",
"settings_reset_yes": "Oui",
"settings_reset_no": "Non",
/* about */
"about_title": "À propos",
"about_description": "Space Calibrator est un outil gratuit et open source qui permet d'utiliser plusieurs appareils de plusieurs marques ensemble avec SteamVR.",
"about_view_source_info": "Vous pouvez voir le code source sur le dépôt GitHub.",
"about_contributors_title": "Contributeurs",
"about_contributors_description": "Space Calibrator est possible grâce aux personnes suivantes:",
"about_translators_title": "Traducteurs",
"about_translators_description": "Space Calibrator a été traduit par les personnes suivantes:",
"about_licenses_title": "Licences",
"about_licenses_description": "Ce programme utilise une licence MIT. D'autres dépendances utilisent d'autres licences ; merci de voir les différentes licences ci-dessous.",
"about_link_github": "GitHub",
"about_link_discord": "Server Discord",
"about_link_logs_dir": "Dossier de Logs",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Une autre instance de Space Calibrator est présente",
"troubleshoot_diagnosis_legacy_ipc_found_description": "Une autre version de Space Calibrator est installée. Voulez-vous la supprimer ?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Une autre instance de Space Calibrator est présente",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Une autre version de Space Calibrator est installée. Voulez-vous la supprimer ?",
"troubleshoot_action_yes": "Oui",
"troubleshoot_action_no": "Non",
"troubleshoot_action_quit": "Fermer",
/* tutorial */
"learn_title": "Découvrir",
"learn_card_standard_calibration": "Calibration Standard",
"learn_card_standard_calibration_description": "Apprendre comment calibrer une paire d'appareils.",
"learn_card_continuous_calibration": "Calibration continue",
"learn_card_continuous_calibration_description": "Calibrer fréquemment pour contrebalancer la déviation qui arrive lors de vos sessions.",
"learn_card_base_station_management": "Gestion des stations de base",
"learn_card_base_station_management_description": " Contrôlez vos stations de base SteamVR sans fil.",
"learn_card_ui_tour": "Visite de l'interface",
"learn_card_ui_tour_description": "Une présentation de l'interface de Space Calibrator.",
"learn_action_back": "Retour",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "La calibration standard aligne deux systèmes de tracking ensemble pour que vos appareils VR marchent ensemble dans le même espace physique.",
"learn_page_standard_select_devices_title": "Sélectionnez votre appareil",
"learn_page_standard_select_devices_desc": "Avant de commencer, l'application a besoin de savoir quels sont les deux appareils à aligner.",
"learn_page_standard_ref_device": "Appareil de référence: Cet appareil est celui qui va être choisi comme référence pour l'autre appareil ; celui-ci se calibre vers lui, en général une manette.",
"learn_page_standard_target_device": "Appareil cible: Cet appareil est celui qui va être aligné à l'appareil de référence, en général un tracker ou autre objet similaire.",
"learn_page_standard_perform_title": "Lancer la calibration",
"learn_page_standard_perform_step1": "Attrapez les deux appareils ensemble fermement dans une main. Essayez de les garder le plus proches l'un de l'autre et le plus fermement possible pour qu'ils ne bougent pas lors du processus de calibration.",
"learn_page_standard_perform_step2": "Cliquez le bouton Calibration standard pour lancer la calibration.",
"learn_page_standard_perform_step3": "Déplacez-vous dans votre pièce en bougeant votre paire d'appareils en forme de 8. Veuillez vous référer à l'illustration ci-dessous.",
"learn_page_standard_speeds_title": "Vitesses de Calibration",
"learn_page_standard_speeds_desc": "Vous pouvez changer la durée de la calibration pour changer la quantité de mouvements requise. Plus de mouvements tendent à améliorer la qualité de la calibration.",
"learn_page_standard_speed_fast": "Rapide: prend moins de temps à calibrer, mais résulte en une calibration moins bonne.",
"learn_page_standard_speed_slow": "Lent/Très lent: prend plus de temps à calibrer mais tend à donner une calibration plus fidèle.",
"learn_page_standard_completion_note": "Une fois que la barre de progression est remplie, vos appareils devraient instantanément s'aligner en VR, si cela n'est pas le cas, essayez de calibrer de nouveau.",
"learn_page_standard_drift_title": "Une note sur la déviation",
"learn_page_standard_drift_desc": "Au cours du temps, vos appareils peuvent dévier, ce qui casse la calibration. Si cela arrive, vous aurez à recalibrer pour corriger cette déviation. Si vous avez à faire ça de façon fréquente, vous devriez considérer utiliser la calibration continue.",
"learn_page_continuous_desc1": "Si vous trouvez que vos appareils dévient lentement, tournent de façon anormale ou bougent de façon non normale lorsque vous jouez, la calibration continue est une solution à ces soucis.",
"learn_page_continuous_desc2": "Plutôt que vous forcer à vous arrêter et calibrer de temps en temps, la calibration continue automatiquement garder le suivi aligné en tâche de fond lorsque vous jouez.",
"learn_page_continuous_note_title": "Note",
"learn_page_continuous_note_desc": "Une monture dédiée pour votre casque est requise pour cette fonctionnalité.",
"learn_page_continuous_desc3": "La calibration continue tente de recalibrer vos appareils fréquemment pour éliminer tout drift. Cela tend à faire en sorte que vous puissiez plus vous soucier des calibrations une fois que la calibration continue est mise en place.",
"learn_page_continuous_setup_instructions": "Pour mettre la calibration continue en place, sélectionner votre appareil comme expliqué dans la page de la calibration standard. Il est préférable de sélectionner votre casque comme appareil de référence et le tracker de calibration comme appareil cible. Ensuite cliquez sur le bouton Calibration continue pour lancer la calibration. Il se peut que cela prenne un peu de temps pour que la calibration initiale soit complétée, donc déplacez-vous dans votre espace pour laisser l'application apprendre de votre suivi!",
"learn_page_continuous_should_use_title": "Devriez-vous utiliser la calibration continue?",
"learn_page_continuous_should_use_standard": "Utilisez la calibration standard si vous n'avez pas un tracker dédié sur votre casque, si vous ne faites pas de sessions longues en VR, ou que vous n'êtes pas dérangé d'avoir à recalibrer de temps en temps lorsque de la déviation arrive.",
"learn_page_continuous_should_use_continuous": "Utilisez la calibration continue si vous voulez ne pas avoir à penser au drift. Ceci est recommandé si vous passez beaucoup de temps en VR ou que vous observez beaucoup de déviation au fur et à mesure que vous jouez.",
"learn_page_continuous_physical_setup_title": "Mise en place physique (attachez votre tracker sur votre casque)",
"learn_page_continuous_physical_setup_desc1": "Pour utiliser la calibration continue vous aurez besoin d'un tracker dédié attaché sur votre casque de VR. Il y a un large panel de montures dédiées à chaque combo de casque et de tracker. vous trouverez typiquement des modèles 3D en ligne que vous pouvez imprimer et commencer à utiliser, vous pouvez également demander dans la communauté pour voir ce que les gens utilisent.",
"learn_page_continuous_physical_setup_desc2": "Une fois monté le tracker doit être attaché de façon ferme à votre casque. Il ne doit pas vibrer, tourner ou bouger. Une monture plus stable devrait donner une calibration plus stable.",
"learn_page_basestation_desc": "Space Calibrator vous permet de contrôler vos stations de base SteamVR si vous avez un adaptateur Bluetooth à basse consommation (BLE) disponible",
"learn_page_basestation_1_title": "Modèles de station de base 1.0",
"learn_page_basestation_1_desc": "Vous pouvez allumer et éteindre ces dernières. Cependant vous ne pouvez pas changer leurs canaux sans fil sur ces dernières, vous devrez appuyer sur le bouton physique derrière la station de base pour changer de canal ",
"learn_page_basestation_2_title": "Modèle de station de base 2.0",
"learn_page_basestation_2_desc1": "Construites par Valve et HTC, ces stations de base ont un meilleur support pour les contrôler que les stations de base 1.0. Avec ces dernières vous pouvez les allumer et les éteindre et également changer leur canal sans fil. Les stations de base 2.0 doivent être sur des canaux uniques, sinon elles ne fonctionneront pas. Space Calibrator vous permet de changer ça si ça arrive.",
"learn_page_basestation_2_desc2": "Pour changer les canaux des stations de base 2.0, rendez-vous dans la page Gestion des stations de base, sélectionnez le bouton Changer sur la station de base que vous souhaitez contrôler et cliquez sur le canal désiré (marqué en vert).",
"learn_page_basestation_auto_power_title": "Gestion automatique de l'alimentation",
"learn_page_basestation_auto_power_desc": "Vous pouvez aller dans la page Options et activer la gestion automatique de l'alimentation des stations de base, cela allumera toutes vos stations de base lorsque Space Calibrator est allumé, elles seront également automatiquement éteintes lorsque SteamVR est fermé (avec Space Calibrator qui tourne). Notez que fermer manuellement Space Calibrator n'éteindra pas vos stations de base automatiquement.",
"learn_page_ui_tour_desc": "Cette interface est divisée en plusieurs pages qui contiennent une liste variée.",
"learn_page_ui_tour_calibration_heading": "page Calibration",
"learn_page_ui_tour_cal_desc1": "Cette page calibration contient certains contrôles liés aux calibrations. Vous contrôlez vos calibrations d'ici.",
"learn_page_ui_tour_cal_desc2": "En haut, vous verrez un rectangle vous montrant si vous avez une calibration active et si elle est active, le type de calibration.",
"learn_page_ui_tour_cal_desc3": "En dessous de cela vous pouvez sélectionner quel appareil vous pouvez calibrer. Premièrement choisissez le système de tracking que vous voulez calibrer. Ensuite sur le panneau de gauche vous pourrez sélectionner l'appareil de référence et sur la droite vous trouverez l'appareil que vous voulez calibrer.",
"learn_page_ui_tour_cal_desc4": "Encore en dessous vous trouverez les boutons pour lancer la calibration. Si vous ne savez pas quelle calibration vous devriez choisir, veuillez lire les pages parlant de la calibration standard et de la calibration continue pour apprendre ce qu'elles font.",
"learn_page_ui_tour_cal_desc5": "En bas de la page calibration vous trouverez plusieurs options pour contrôler la calibration. Un grand nombre des options requièrent que les options avancées soient activées.",
"learn_page_ui_tour_base_stations_heading": "Page de gestion des stations de base",
"learn_page_ui_tour_bs_desc": "Ici vous pouvez contrôler chaque station de base dans votre pièce via un adaptateur Bluetooth à basse consommation (BLE). Vous ne devriez typiquement pas avoir à toucher cette option lors de la mise en place initiale.",
"learn_page_ui_tour_settings_heading": "Page options",
"learn_page_ui_tour_settings_desc1": "Ici vous trouverez quelques options globales pour ce programme. Celles-ci incluent les options avancées, Gestion des stations de base et la langue de l'interface.",
"learn_page_ui_tour_settings_desc2": "Quelques fonctionnalités de cette application demandent que les options avancées soient activées. Vous devriez uniquement activer les options avancées si vous savez ce que vous faites.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Anglais (Royaume-Uni)",
"languages_en_US": "Anglais (États-Unis)",
"languages_fr": "Français",
"languages_it": "Italien",
"languages_de": "Allemand",
"languages_nl": "Néerlandais",
"languages_es_ES": "Espagnol (Espagne)",
"languages_es_US": "Espagnol (Amérique Latine)",
"languages_da": "Danois",
"languages_sv": "Suédois",
"languages_fi": "Finlandais",
"languages_no": "Norvégien",
"languages_bg": "Bulgare",
"languages_pl": "Polonais",
"languages_cs": "Tchèque",
"languages_el": "Grec",
"languages_hu": "Hongrois",
"languages_pt_PT": "Portugais (Portugal)",
"languages_pt_BR": "Portugais (Brésil)",
"languages_ro": "Roumain",
"languages_ru": "Russe",
"languages_tr": "Turc",
"languages_uk": "Ukrainien",
"languages_zh_HANS": "Chinois (Simplifié)",
"languages_zh_HANT": "Chinois (Traditionnel)",
"languages_ja": "Japonais",
"languages_ko": "Coréen",
"languages_th": "Thaï",
"languages_vi": "Vietnamien",
"languages_system": "Langue du système"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - Az egér használatához zárja be a VR-panelt", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "Nincsenek felismert követőeszközök. A folytatáshoz kapcsoljon be egy eszközt.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Kritikus hiba lépett fel! Kérjük, jelentse ezt a fejlesztőknek GitHub-on vagy Steam-en keresztül, hogy orvosolhassák a problémát.",
"ipc_unavailable": "Nem sikerült csatlakozni a Space Calibrator SteamVR illesztőprogramjához. Kérjük, ellenőrizze a fájlok épségét a Steam könyvtárban az alkalmazásra jobb gombbal kattintva a „Tulajdonságok” --> „Telepített fájlok” menüpontban, vagy telepítse újra az alkalmazást.",
//this is it's first appearance, so i'll leave the note here:
//the grammatically correct way to mark a quote in hungarian is using the `„` character to begin it, and `”` to close it. Also, for foreign language words the linguistic quotation mark should be used on both ends `'`. The regular quote character `"` is also very commonly used, but technically not grammatically correct. I'm opting to use it, but if it has rendering issues, then it should be fine to switch them out to the "computer quotes" character.
"steamvr_unavailable": "Nem sikerült csatlakozni a SteamVR-hoz.",
"vr_troubleshooting_hmd_not_found": "Kérjük, először csatlakoztassa a VR-szemüvegét, és indítsa el a SteamVR-t.",
"vr_troubleshooting_connect_steamlink": "Kérjük, először nyissa meg a Steam Link-et a VR-szemüvegén, és csatlakozzon a SteamVR-hoz.",
"vr_troubleshooting_generic": "Kérjük, először csatlakoztassa a VR-szemüvegét, és indítsa el a SteamVR-t. Hibakód: „{0}: {1}”", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Összehangolás",
//-- "Calibration" can be translated as: --//
//"Kalibráció" (A very hunglish word, less known but would otherwise be the most direct. Didn't use it, because I'm assuming the people who will use this app in hungarian are less likely to already posess a better intuitive understanting of it's meaning.),
//"Összehangolás" (Bringing two or more things into harmony/cooperation with eachother. The word originates from the action of tuning together multiple instruments. Perhaps the closest in meaning to "Calibration".),
//"Összeigazítás" (Adjusting/Aligning two or more things together. For example it's used when conveying the act of aligning two pictures in a word document to be level.)
// -- "Hozzá" instead of "Össze": Use while actively referring to one of the devices/universes. Like "The target tracker {Hozzáigazítása} to the refrence base.", here "Hozzáigazítás" refers to performing the action on the target tracker, with the action being to align it with the reference base.
//"Illesztés" (Fitting/Joining. Like the "fitting" of the two tracking universes. In this case, the Calibration/It's transformation matrix itself, not neccessarily the act of doing so, but it can also be the act of doing it ("Illeszt") depending on context.)
//"Egyeztetés" (Coordination. The act of making two or more people/things agree in a sense. Maybe a bit less fitting in this case, but still maybe usefull. (Ie. when talking about two tracking universes "agreeing"/"being the same"/"matching"/{megegyeznek}.) )
//"Szinkronizálás" (Synchronization. Like calibration/"Összehangolás", but implies more that it's a continuous thing (or refers to timing also). A bit hunglish too, but less technical and probably wider known.)
//-- --//
//Proper usage of these words, where appropriate should result in better understandability than just using the "kalibráció" loanword.
"calibration_count_none": "Nincs létező illesztés. Kérjük, készítsen egy újat a folytatáshoz.", // Shown when there are no calibrations active
"calibration_new": "Új illesztés készítése",
"calibration_delete": "Illesztés törlése",
"calibration_next": "Következő illesztés",
"calibration_previous": "Előző illesztés",
"calibration_status_none": "Nincs aktív illesztés",
"calibration_status_none_description": "A kezdéshez válasszon ki egy eszközpárt, és kezdje meg velük az összehangolást.",
"calibration_status_edit": "Illesztés szerkesztése",
"calibration_status_edit_description": "A jelenlegi illesztés módosítása.",
"calibration_status_continuous": "Folyamatos szinkronizáció",
"calibration_status_continuous_description": "Aktív illesztéssel rendelkezik. Egy VR-szemüvegre felszerelt követőeszközt használ, melynek segítségével néhány másodpercenként automatikusan újraigazítja az aktív illesztést.",
"calibration_status_standard": "Normál összeigazítás",
"calibration_status_standard_description": "Rendelkezik aktív illesztéssel. Ha eltolódást/elcsúszást érzékel, szükség lehet az ismételt összehangolásra.",
// space here refers to a tracking space / tracking system.
// reference can be translated as "referencia", or "viszonyítási". They mean the same thing, although "viszonyítási" carries a bit more meaning of "comparison", and is less of a loanword. When in the context of positioning stuff, they act very similarly, but in this case the latter fits more.
// target is commonly translated as "cél", but that means "goal". I assume that here, it means "the device to be calibrated/aligned with [the reference device]", and that translates to "Illesztendő" (or "igazítandó").
"reference_device": "Viszonyítási eszköz", // assuming that the reference_device is treated as standard base, and the target_device's universe is the one on which the basis transformation happens, and not the other way around.
"reference_device_description": "Ez az eszköz amivel az összehangolás történik. Általában a VR-szemüveg vagy egy kontroller.",
"target_device": "Illesztendő eszköz",
"target_device_description": "Ezen eszköz segítségével lesz a többi követőeszköz és/vagy kontroller összehangolva a viszonyítási eszközzel.",
"select_reference_device": "Viszonyítási eszköz kiválasztása",
"select_target_device": "Illesztendő eszköz kiválasztása",
"identify_selected_devices": "Kiválasztott eszközök azonosítása (villogó LED-es jelzőfény vagy rezgés)",
"identify_auto_detect_devices": "Eszközök automatikus észlelése",
"calibration_error_reference_hmd_missing": "A(z) „{0}” követőrendszer illesztendő eszköze nem található. Előfordulhat, hogy újra el kell végeznie az összehangolást.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "A játéktér-alapú követés ('Stage Tracking') ki van kapcsolva! Az optimális működés érdekében nyissa meg a VR-szemüvegén futó Virtual Desktop menüjében a „Streaming” fület, és engedélyezze a „Center to play area (Stage Tracking)” opciót.",
"calibration_warning_stage_tracking_disabled_ignore_button": "Ne mutassa többet",
"calibration_action_start": "Normál összeigazítás indítása",
"calibration_action_clear": "Illesztés törlése",
"calibration_action_continuous": "Folyamatos szinkronizáció",
"calibration_action_edit": "Illesztés szerkesztése",
"save_calibration_profile": "Illesztési profil megjegyzése",
"calibration_progress": "Összehangolás haladása",
"calibration_info_move_around_insufficient_samples": "Tartsa össze a kiválasztott eszközöket, és sétáljon körbe a játéktérben miközben finoman együtt forgatja őket nyolcasokat leírva a levegőben.",
"calibration_speed": "Összeigazítás sebessége",
"calibration_speed_description": "Azt állítja, hogy mennyi időbe kerül az összeigazítás végrehajtása. Általában a hosszabb összeigazítások pontosabbak.",
"calibration_speed_fast": "Gyors",
"calibration_speed_slow": "Lassú",
"calibration_speed_very_slow": "Csigalassú",
/* Editing calibrations */
"edit_calibration_rotation": "Forgatás",
"edit_calibration_position": "Pozíció (m)",
"edit_calibration_yaw": "Legyezőmozgás ('Yaw')", //The official equivalents to Yaw, Pitch, Roll, are rarely used and not instantly intuitive to everyone, they may come off as weird. So it may be advised to keep the english words in place. Also, "legyezőmozgás" could be "elfordulás" but that's also unofficial.
"edit_calibration_pitch": "Bólintás ('Pitch')", //yes these are the actual words here. this is not a joke. The official word for yaw is basically "fan movement" ("fan" as in the handheld folding one)
"edit_calibration_roll": "Dőlés ('Roll')", //Like this is just so goofy. Why has no one yet invented better words for these? Like come on lmao..
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Átméretezés (m)",
"continuous_hide_tracker": "Kiválasztott illesztendő követőeszköz elrejtése más alkalmazások elől",
"continuous_relative_calibration": "Relatív illesztés engedélyezése",
"continuous_relative_calibration_description": "Relatívvá teszi az illesztést a viszonyítási eszközhöz (tipikusan a VR-szemüveghez), így az minden képkockánál frissül anélkül, hogy meg kéne ismételni az összehangolást. Ez csak folyamatos szinkronizáció esetében lehetséges.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "Ismeretlen", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Összehangolás",
"tab_page_graphs": "Grafikonok",
"tab_page_base_station_management": "Bázisállomások",
"tab_page_settings": "Beállítások",
"tab_page_debug": "Hibakeresés",
"tab_page_learn": "Súgó",
"tab_page_about": "Névjegy",
/* graphs */
"graphs_title": "Grafikonok",
/* base stations */
"base_stations_title": "Bázisállomás-kezelő",
"base_stations_no_bluetooth": "Nem sikerült találni alkalmas Bluetooth eszközt. Csatlakoztasson egy BLE kompatibilis Bluetooth antennát, hogy kezelni tudja a bázisállomásokat.",
"base_stations_none_found": "Nem található bázisállomás. Amennyiben ki vannak helyezve, ellenőrizze a tápellátásukat!",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Csatornaütközés észlelve! Ez problémákat fog okozni a követésben. Minden bázisállomásnak egyedi csatornát kell használnia.",
"base_stations_state_sleep": "Alvó üzemmód",
"base_stations_state_standby": "Készenléti mód",
"base_stations_state_active": "Aktív",
"base_stations_state_unknown": "Ismeretlen állapot",
"base_stations_state_faulty": "Meghibásodott",
"base_stations_channel_select_label": "Bázisállomás csatornájának kiválasztása:",
"base_stations_active_channel": "Csatorna {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Eszköznév", //As an alternative, "Becenév". (more like "Gúnynév" haha)
/* actions */
"base_stations_action_wake_all": "Összes felébresztése",
"base_stations_action_sleep_all": "Összes altatása",
"base_stations_action_fix_collisions": "Csatornaütközések orvoslása",
"base_stations_btn_wake": "Ébresztés",
"base_stations_btn_standby": "Készenlét",
"base_stations_btn_sleep": "Altatás",
"base_stations_btn_edit": "Szerkesztés",
"base_stations_btn_save": "Elmentés",
"base_station_power_management": "Bázisállomás-állapotkezelés",
"base_stations_power_mgmt_enable": "Állapotkezelés engedélyezése *",
"base_stations_power_mgmt_enable_description_standby": "A bekapcsolt bázisállomások készenléti üzemmódba váltanak amikor a SteamVR nincs használatban, és felébrednek amikor a SteamVR elindul.",
"base_stations_power_mgmt_enable_description_sleep": "A bekapcsolt bázisállomások alvó üzemmódba váltanak amikor a SteamVR nincs használatban, és felébrednek amikor a SteamVR elindul.",
"base_stations_power_mgmt_on_startup": "Bázisállomások bekapcsolása a SteamVR indulásakor",
"base_stations_power_mgmt_on_startup_description": "A kikapcsolt Bázisállomások felébrednek amikor a SteamVR elindul.",
"base_stations_power_mgmt_on_shutdown": "Bázisállomások kikapcsolása a SteamVR bezárásakor",
"base_stations_power_mgmt_on_shutdown_description": "A bekapcsolt Bázisállomások kikapcsolnak amikor a SteamVR nincs használatban.",
"base_stations_power_mgmt_standby": "Készenléti mód",
"base_stations_power_mgmt_standby_description": "Csak a lézereiket kapcsolják ki a bázisállomások, ezzel lehetővé téve a gyorsabb felébredést amikor a SteamVR elindul. Mivel ez az 1.0-s (és egyes 2.0-s) bázisállomásokon nem elérhető, esetükben az alvó üzemmód lép érvénybe.",
"base_stations_power_mgmt_sleep": "Alvó üzemmód",
"base_stations_power_mgmt_sleep_description": "A bázisállomások a lézereiket és a motorjaikat is kikapcsolják.",
"base_stations_power_mgmt_warning": "* NEM AJÁNLOTT közös játékterekhez, amelyeket több SteamVR-felhasználó is használhat egyszerre.",
/* settings */
"settings_title": "Beállítások",
"settings_advanced": "Haladó beállítások",
"settings_advanced_description": "További beállítások és finomhangolási lehetőségek megjelenítése tapasztalt felhasználók számára.",
"settings_calibrate_motion_vectors": "Mozgásvektorok igazítása",
"settings_calibrate_motion_vectors_description": "Javítja a mozgásjóslást a közvetlenebb követés érdekében. Hatással lehet a fizika-alapú játékokra.",
"settings_autofix_playspace_jumps": "Játéktér-ugrások automatikus korrigálása",
"settings_autofix_playspace_jumps_description": "Megkísérli a játéktér hirtelen elmozdulásainak észlelését és kijavítását.",
"settings_enforce_minimum_rotation_variance": "Minimális forgási eltérés megkövetelése",
"settings_enforce_minimum_rotation_variance_description": "Automatikusan kiszűri a hasonló orientációjú mintákat az illesztés minőségének növelése érdekében.",
"settings_locale": "Nyelv",
"settings_reset": "Beállítások visszaállítása",
"settings_reset_description": "Visszaállítja az összes beállítást alapértelmezettre. Ez nem visszavonható.",
"settings_reset_confirm": "Ez egy visszavonhatatlan módosítás. Biztosan folytatja?",
"settings_reset_yes": "Igen",
"settings_reset_no": "Nem",
/* about */
"about_title": "Névjegy",
"about_description": "A Space Calibrator egy ingyenes és nyílt forráskódú eszköz, amely segíti különböző gyártók eszközeinek együttes működtetését SteamVR-on belül.",
"about_view_source_info": "A forráskód megtekinthető a GitHub tárolón.",
"about_contributors_title": "Fejlesztők",
"about_contributors_description": "A Space Calibrator-t az alábbi emberek segítsége teszi lehetővé:",
"about_translators_title": "Fordítók",
"about_translators_description": "A Space Calibrator-t az alábbi emberek fordították:",
"about_licenses_title": "Licencek",
"about_licenses_description": "Ez a program az MIT licenc alatt áll. Más függőségek más licencek alatt állnak, további információkért tekintse meg az alábbi licenceket.",
"about_link_github": "GitHub tároló",
"about_link_discord": "Discord szerver",
"about_link_logs_dir": "Naplózási mappa",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Már jelen van a Space Calibrator egy másik példánya is.",
"troubleshoot_diagnosis_legacy_ipc_found_description": "A Space Calibrator egy másik verziója jelenleg is fut, ami ütközést okoz. Ezen alkalmazás használatához el kell távolítani az ütköző példányt. Kívánja ezt automatikusan elvégezni?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Már jelen van a Space Calibrator egy másik példánya is.",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Telepítve van már egy más verziószámú Space Calibrator példány. Szeretné eltávolítani?",
"troubleshoot_action_yes": "Igen",
"troubleshoot_action_no": "Nem",
"troubleshoot_action_quit": "Kilépés",
/* tutorial */
"learn_title": "Súgó",
"learn_card_standard_calibration": "Normál összeigazítás",
"learn_card_standard_calibration_description": "Hogyan kell két eszközt összehangolni?",
"learn_card_continuous_calibration": "Folyamatos szinkronizáció",
"learn_card_continuous_calibration_description": "Az illesztés elcsúszásának elkerülése gyakori, és automatikus újraigazítással.",
"learn_card_base_station_management": "Bázisállomás-kezelés",
"learn_card_base_station_management_description": "Bázisállomások vezeték nélküli vezérlése.",
"learn_card_ui_tour": "Felhasználói felület áttekintése",
"learn_card_ui_tour_description": "A Space Calibrator alkalmazás ismertetése.",
"learn_action_back": "Vissza",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Normál összeigazítás során két különböző követőrendszer összehangolásra kerül, a követési tereik szinkronba kerülnek. Biztosítja a megfelelő együttes működést, és lehetővé teszi különféle VR-eszközök egyidejű használatát ugyanabban a fizikai játéktérben.",
"learn_page_standard_select_devices_title": "Eszközök kiválasztása",
"learn_page_standard_select_devices_desc": "Mielőtt elkezdené, ki kell választani az alkalmazásban, hogy mely két eszközt szeretné használni összeigazításhoz.",
"learn_page_standard_ref_device": "Viszonyítási eszköz: Ez az eszköz szolgál majd támaszpontként, amelynek a követési rendszeréhez igazítva lesz a másik. Általában a VR-szemüveg, vagy egy ahhoz tartozó kontroller.",
"learn_page_standard_target_device": "Illesztendő eszköz: Az az eszköz, amelynek a követési tere hozzá lesz igazítva a másikéhoz, mivel alapból nem illeszkedik a kettő. Általában egy egyszerű követőeszköz ('Tracker'), vagy ahhoz hasonló.",
"learn_page_standard_perform_title": "Az összeigazítás folyamata",
"learn_page_standard_perform_step1": "Tartsa össze mindkét eszközt határozottan, egy kézben. Szorosan fogja őket, hogy az összeigazítás során ne mozduljanak el egymáshoz képest.",
"learn_page_standard_perform_step2": "Kattintson a „Normál összeigazítás” gombra az összehangolás megkezdéséhez.",
"learn_page_standard_perform_step3": "Sétáljon körbe a játéktérben, miközben a két eszközt együtt mozgatja, nyolcasokat leírva a levegőben, ahogy ez az alábbi ábrán is látható.",
"learn_page_standard_speeds_title": "Összeigazítás sebessége",
"learn_page_standard_speeds_desc": "Lehetőség van az összeigazítás sebességének állítására. Ez arra van hatással, hogy mennyi mozgatási minta szükséges az illesztés kiszámolásához. A több begyűjtött minta általában pontosítani tudja az illesztést.",
"learn_page_standard_speed_fast": "Gyors: Kevesebb időt vesz igénybe az összehangolás. Ronthat az illesztés minőségén.",
"learn_page_standard_speed_slow": "Lassú / Csigalassú: Több időbe kerül az összeigazítás, viszont általában pontosabb illesztést eredményez.",
"learn_page_standard_completion_note": "Amint a folyamatjelző sáv végigér, az eszközeinek azonnal illeszkedniük kell a fizikai térhez. Ha ez mégsem történt meg, akkor próbálja meg újra az összeigazítást.",
"learn_page_standard_drift_title": "Megjegyzés az elcsúszódásról",
"learn_page_standard_drift_desc": "Idővel az eszközei követése elcsúszhat, ezzel elrontva az illesztésüket. Ha ez bekövetkezik, újra el kell végeznie az összehangolásukat. Ha erre gyakran szükség van, ajánlott megfontolni a „Folyamatos Szinkronizáció” használatát.",
"learn_page_continuous_desc1": "Ha azt érzékeli, hogy az eszközei lassacskán elcsúsznak, pozíciójuk lassan eltolódik vagy elfordul használat közben, akkor erre megoldást nyújthat a folyamatos szinkronizáció.",
"learn_page_continuous_desc2": "Ahelyett, hogy időnként meg kellene állnia, hogy kézileg újra összeigazítsa a követőrendszereket, folyamatos szinkronizációval az alkalmazás automatikusan szinkronban tudja tartani a követési tereket.",
"learn_page_continuous_note_title": "Megjegyzés",
"learn_page_continuous_note_desc": "Ezen funkció használatához szükséges egy, a VR-szemüvegre felszerelt külön követőeszköz.",
"learn_page_continuous_desc3": "A folyamatos szinkronizáció megpróbálja a követési rendszerek összeigazítását gyakran és automatikusan megismételni, ezzel megszüntetve mindenféle elcsúszást. Megfelelő beállítás után már szinte sose kell bajlódnia az öszehangolással.",
"learn_page_continuous_setup_instructions": "A folyamatos szinkronizáció beállításához először válassza ki a két eszközt, mint ahogy ez a normál összeigazításnál is el lett magyarázva. Általában viszonyítási eszköznek a VR-szemüveget, illesztendő eszköznek pedig a felszerelt követőeszközt kell kijelölni. Az összehangolás megkezdéséhez kattintson a „Folyamatos Szinkronizáció” gombra. Beletelhet egy kis időbe, amíg a kezdeti illesztés számolása befejeződik, közben sétáljon körbe a játéktérben, hogy az alkalmazás elegendő mintát gyűjthessen!",
"learn_page_continuous_should_use_title": "Mikor használjunk folyamatos szinkronizációt?",
"learn_page_continuous_should_use_standard": "Használja a „Normál összeigazítás”-t, ha nem rendelkezik külön követőeszközzel, amit rá tudna szerelni a VR-szemüvegére, nem tölt sok időt a virtuális valóságban, vagy nem bánja, hogy időnként újra el kell végeznie az összeigazítást.",
"learn_page_continuous_should_use_continuous": "Használjon „Folyamatos Szinkronizáció”-t, ha gyakorlatilag soha sem szeretne bajlódni az összehangolással a jövőben. Ajánlott, ha sok időt tölt a virtuális valóságban, vagy ha használat közben idővel jelentős mértékű elcsúszást érzékel.",
"learn_page_continuous_physical_setup_title": "Követőeszköz felszerelése VR-szemüvegre",
"learn_page_continuous_physical_setup_desc1": "A folyamatos szinkronizáció használatához szükséges egy külön követőeszköz, melyet a VR-szemüvegre kell rögzíteni. Attól függően, hogy milyen VR-szemüveget és követőeszközt használ, lehet hogy léteznek már erre különböző megoldások. Gyakran található erre készített és letölthető 3D-nyomtatható modell az interneten, vagy körbe is lehet kérdezősködni a közösségben, hogy mások hogyan oldották meg.",
"learn_page_continuous_physical_setup_desc2": "Felszerelés után a követőnek biztonságosan rögzítve kell lennie a VR-szemüvegre. Nem szabad billegnie, forognia, vagy remegnie. Minél biztosabb a rögzítés, annál biztonságosabb, és ráadásul stabilabb is lesz a szinkronizáció.",
"learn_page_basestation_desc": "A Space Calibrator lehetővé teszi SteamVR bázisállomások („világítótornyok”, „szenzorok”, 'Base Stations', 'Lighthouses') vezérlését, ha rendelkezésre áll egy erre alkalmas (BLE kompatibilis) Bluetooth antenna.",
"learn_page_basestation_1_title": "1.0-s Bázisállomás modellek",
"learn_page_basestation_1_desc": "Csak a ki- és be kapcsolást támogatják. A csatornák vezeték nélküli beállítása nem támogatott, a hátoldalukon lévő fizikai gombot kell megnyomni csatornaváltáshoz.",
"learn_page_basestation_2_title": "2.0-s Bázisállomás modellek",
"learn_page_basestation_2_desc1": "A Valve és HTC által egyaránt gyártott 2.0-s modellek kiterjedtebb vezeték nélküli kezelést támogatnak. Bluetooth segítségével állítani lehet a csatornát, és választani az Alvó, Készenléti, vagy Aktív üzemmódok közül. Fontos, hogy minden bázisállomás egyedi csatornát használjon, különben nem fognak működni. A Space Calibrator ezt felismeri, és felajánlja a probléma automatikus orvoslását.",
"learn_page_basestation_2_desc2": "Egy 2.0-s bázisállomás csatornájának módosításához lépjen a Bázisállomás-kezelés fülre, válassza ki a vezérelni kívánt bázisállomás szerkesztés gombját, majd kattintson a kívánt csatornára (zölddel jelölve).",
"learn_page_basestation_auto_power_title": "Automatikus állapotkezelés",
"learn_page_basestation_auto_power_desc": "A „Beállítások” fülön engedélyezhető az automatikus bázisállomás állapotkezelés, amely bekapcsolja a bázisállomásokat amikor a Space Calibrator elindul, és kikapcsolja őket amikor leáll a SteamVR (és a Space Calibrator fut még). Vegye figyelembe, hogy ha Space Calibrator manuálisan bezáródik a SteamVR leállítása előtt, akkor NEM tudja automatikusan kikapcsolni a bázisállomásokat.",
"learn_page_ui_tour_desc": "A felhasználói felület több fülre van osztva, melyek mindegyike különbőző dolgokat tartalmaz.",
"learn_page_ui_tour_calibration_heading": "Összehangolás fül",
"learn_page_ui_tour_cal_desc1": "Az összehangolás fülön lehet vezérelni és szerkeszteni az összeigazítást és illesztést.",
"learn_page_ui_tour_cal_desc2": "Legfelül található a panel, amelyről le lehet olvasni, hogy van -e aktív illesztés, és ha van, akkor milyen fajta.",
"learn_page_ui_tour_cal_desc3": "Alatta kiválaszthatja az összehangoláshoz használni kívánt eszközöket. Felül az összehangolandó követési rendszereket adhatja meg. Ezt követően a bal oldalon válassza ki a támaszpontként szolgáló viszonyítási eszközt, a jobb oldalon pedig azt az eszközt, amelyet ehhez szeretne hozzáigazítani.",
"learn_page_ui_tour_cal_desc4": "Alattuk találhatóak az összeigazítás elindítására szolgáló gombok. Ha nem biztos abban, hogy mely módszert használja, további információkért nézzen utána a Súgó megfelelő oldalain, ahol a „Normál összeigazítás”-ról és a „Folyamatos Szinkronizáció”-ról lehet tájékozódni.",
"learn_page_ui_tour_cal_desc5": "Az oldal alján található számos további beállítás amelyekkel szabályozni lehet az összeigazítást. Közülük pár alapértelmezetten el van rejtve, felfedésükhöz engedélyezze a „Haladó beállítások”-at a Beállítások fülön.",
"learn_page_ui_tour_base_stations_heading": "Bázisállomás-kezelés fül",
"learn_page_ui_tour_bs_desc": "Itt lehetőség nyílik Bázisállomások távoli vezérlésére. Ezen funkció működéséhez szükséges egy erre alkalmas (BLE kompatibilis) Bluetooth antenna. Megfelelő beállítás esetén ritkán kell hozzányúlni ezen fülhöz.",
"learn_page_ui_tour_settings_heading": "Beállítások fül",
"learn_page_ui_tour_settings_desc1": "Itt be lehet állítani pár, a programra globális kihatással bíró opciót. Ide tartoznak a haladó beállítások, a bázisállomás-kezeléssel kapcsolatos beállítások, és a felhasználói felület nyelve.",
"learn_page_ui_tour_settings_desc2": "Az alkalmazás pár funkciójának felfedéséhez engedélyeznie kell a „Haladó beállítások”-at. Ezeket csak akkor módosítsa, ha ért hozzá, és pontosan tudja, mit csinálnak.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Angol (brit)",
"languages_en_US": "Angol (amerikai)",
"languages_fr": "Francia",
"languages_it": "Olasz",
"languages_de": "Német",
"languages_nl": "Holland",
"languages_es_ES": "Spanyol (spanyolországi)",
"languages_es_US": "Spanyol (latin-amerikai)",
"languages_da": "Dán",
"languages_sv": "Svéd",
"languages_fi": "Finn",
"languages_no": "Norvég",
"languages_bg": "Bolgár",
"languages_pl": "Lengyel",
"languages_cs": "Cseh",
"languages_el": "Görög",
"languages_hu": "Magyar",
"languages_pt_PT": "Portugál (portugáliai)",
"languages_pt_BR": "Portugál (brazil)",
"languages_ro": "Román",
"languages_ru": "Orosz",
"languages_tr": "Török",
"languages_uk": "Ukrán",
"languages_zh_HANS": "Kínai (egyszerűsített)",
"languages_zh_HANT": "Kínai (hagyományos)",
"languages_ja": "Japán",
"languages_ko": "Koreai",
"languages_th": "Thai",
"languages_vi": "Vietnámi",
"languages_system": "Rendszer nyelve"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - chiudere la sovrapposizione del VR per utilizzare il mouse", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "Nessun dispositivo di tracking presente. Per continuare per favore accendere un dispositivo.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Qualcosa è andato catastroficamente storto! La preghiamo di inoltrare l'errore allo sviluppatore o su GitHub o Steam Discussions così che possa venir controllato.",
"ipc_unavailable": "Fallito a connettere il driver di Space Calibrator SteamVR. La preghiamo di verificare l'integrità dei file in Proprietà -> File Installati, o reinstallare l'applicazione.",
"steamvr_unavailable": "Fallito a connettersi a SteamVR.",
"vr_troubleshooting_hmd_not_found": "La preghiamo di connettere il tuo VR headset e di avviare prima SteamVR",
"vr_troubleshooting_connect_steamlink": "La preghiamo di avviare SteamLink nel tuo VR headset e di avviare prima SteamVR.",
"vr_troubleshooting_generic": "La preghiamo di connettere il VR headset e di avviare prima SteamVR ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Calibrazione",
"calibration_count_none": "Nessuna Calibrazione. La preghiamo di creare una nuova calibrazione per iniziare.", // Shown when there are no calibrations active
"calibration_new": "Nuova Calibrazione",
"calibration_delete": "Cancella Calibrazione",
"calibration_next": "Prossima Calibrazione",
"calibration_previous": "Calibrazione Precedente",
"calibration_status_none": "Nessuna Calibrazione attiva",
"calibration_status_none_description": "La preghiamo di selezionare un paio di dispositivi e di calibrare per iniziare.",
"calibration_status_edit": "Modificando calibrazione",
"calibration_status_edit_description": "Modificando la calibrazione attuale.",
"calibration_status_continuous": "Calibrazione Continua",
"calibration_status_continuous_description": "È presente una calibrazione attiva. Utilizza un tracker montato per ricalibrare automaticamente ogni paio di secondi.",
"calibration_status_standard": "Calibrazione Standard",
"calibration_status_standard_description": "È presente una calibrazione attiva. Potrebbe esser necessario ricalibrare all'occorrenza di drifting.",
// space here refers to a tracking space / tracking system.
"reference_device": "Dispositivo di riferimento",
"reference_device_description": "Questo è il dispositivo con cui stai calibrando, solitamente un VR headset o un controller.",
"target_device": "Dispositivo di destinazione",
"target_device_description": "Questo dispositivo verrà utilizzato per allineare i tuoi tracker o controller.",
"select_reference_device": "Selezionare dispositivo di riferimento",
"select_target_device": "Selezionare dispositivo di destinazione",
"identify_selected_devices": "Identificare i dispositivi selezionati (fa lampeggiare i LED o vibra)",
"identify_auto_detect_devices": "Auto-identifica dispositivi",
"calibration_error_reference_hmd_missing": "Ingrado di trovare il dispositivo di destinazione dal sistema di tracking \"{0}\". È possibile che sia necessario ricalibrare.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Stage tracking è disabilitato! Per un'esperienza migliore, aprire il menù del Desktop Virtuale del tuo Quest, andare nella casella Streaming e abilitare \"Centrare all'area di gioco (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "Non mostrare più questa notifica",
"calibration_action_start": "Calibrazione Standard",
"calibration_action_clear": "Svuota Calibrazione",
"calibration_action_continuous": "Calibrazione Continua",
"calibration_action_edit": "Modifica Calibrazione",
"save_calibration_profile": "Salva Profilo",
"calibration_progress": "Progresso della Calibrazione",
"calibration_info_move_around_insufficient_samples": "Tieni insieme i tuoi dispositivi scelti, poi cammina intorno la tua area di gioco, ruotando i dispositivi in una manovra a figura otto.",
"calibration_speed": "Velocità di Calibrazione",
"calibration_speed_description": "Quanto tempo impiega la calibrazione. Una calibrazione più lenta tende ad essere più precisa.",
"calibration_speed_fast": "Veloce",
"calibration_speed_slow": "Lenta",
"calibration_speed_very_slow": "Molto Lenta",
/* Editing calibrations */
"edit_calibration_rotation": "Rotazione",
"edit_calibration_position": "Posizione (m)",
"edit_calibration_yaw": "Yaw",
"edit_calibration_pitch": "Pitch",
"edit_calibration_roll": "Roll",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Scala (m)",
"continuous_hide_tracker": "Nascondi il tracker di riferimento dalle app",
"continuous_relative_calibration": "Attiva calibrazione relativa",
"continuous_relative_calibration_description": "Rende la calibrazione relativa al dispositivo di destinazione (tipicamente l'headset) così che venga aggiornato ad ogni frame senza bisogno di venir ricalibrato. Ciò NECESSITA la Calibrazione Continua.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "Nessuno", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Calibrazione",
"tab_page_graphs": "Grafici",
"tab_page_base_station_management": "Base Stations",
"tab_page_settings": "Impostazioni",
"tab_page_debug": "Debug",
"tab_page_learn": "Impara",
"tab_page_about": "A Riguardo",
/* graphs */
"graphs_title": "Grafici",
/* base stations */
"base_stations_title": "Gestione Base Stations",
"base_stations_no_bluetooth": "Fallito a trovare un adattatore Bluetooth valido. La preghiamo di connettere un dispositivo Bluetooth compatibile con BLE per poter utilizzare la Gestione Base Stations.",
"base_stations_none_found": "Nessuna Base Station rilevata. Se in possedimento, assicurarsi che siano collegate.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Collisione tra canali rilevata! Questo causerà problemi di tracking. Ogni Base Station dovrebbe utilizzare un canale proprio.",
"base_stations_state_sleep": "Sospensione",
"base_stations_state_standby": "Standby",
"base_stations_state_active": "Attivo",
"base_stations_state_unknown": "Sconosciuto",
"base_stations_state_faulty": "Difettoso",
"base_stations_channel_select_label": "Selezionare un canale Base Station:",
"base_stations_active_channel": "Canale {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Soprannome",
/* actions */
"base_stations_action_wake_all": "Attiva Tutto",
"base_stations_action_sleep_all": "Sospendi Tutto",
"base_stations_action_fix_collisions": "Aggiusta Collisioni tra Canali",
"base_stations_btn_wake": "Attiva",
"base_stations_btn_standby": "Standby",
"base_stations_btn_sleep": "Sospendi",
"base_stations_btn_edit": "Modifica",
"base_stations_btn_save": "Salva",
"base_station_power_management": "Gestione dell'Alimentazione Base Station",
"base_stations_power_mgmt_enable": "Abilita gestione dell'alimentazione *",
"base_stations_power_mgmt_enable_description_standby": "Le base station alimentate vanno in modalità standby quando SteamVR non è in uso, e si riattivano quando SteamVR si accende.",
"base_stations_power_mgmt_enable_description_sleep": "Le base station alimentate vanno in modalità sospensione quando SteamVR non è in uso, e si riattivano quando SteamVR si accende.",
"base_stations_power_mgmt_on_startup": "Attiva le Base Station quando SteamVR viene aperto",
"base_stations_power_mgmt_on_startup_description": "Le base station disattivate vengono attivate quando SteamVR viene aperto.",
"base_stations_power_mgmt_on_shutdown": "Spegni le base station quando SteamVR viene chiuso",
"base_stations_power_mgmt_on_shutdown_description": "Le base station alimentate vengono spente quando SteamVR non è in uso.",
"base_stations_power_mgmt_standby": "Standby",
"base_stations_power_mgmt_standby_description": "Le base station disattiveranno solamente i laser per un attivamento più veloce quando viene aperto SteamVR. Questo non è disponibile nei modelli Base Station 1.0 e alcuni modelli Base Station 2.0, e in quei casi verrà utilizzata la modalità di sospensione.",
"base_stations_power_mgmt_sleep": "Sospensione",
"base_stations_power_mgmt_sleep_description": "I laser e motori delle base station verranno spente.",
"base_stations_power_mgmt_warning": "* NON CONSIGLIATO per spazi di tracking condivisi tra più utenti di SteamVR.",
/* settings */
"settings_title": "Impostazioni",
"settings_advanced": "Impostazioni avanzate",
"settings_advanced_description": "Dimostra impostazioni extra e controlli di ritocco per utenti esperti.",
"settings_calibrate_motion_vectors": "Calibra vettori di movimento",
"settings_calibrate_motion_vectors_description": "Migliora le predizioni di movimento per un tracking più reattivo. Potrebbe influire giochi con fisica abbondante.",
"settings_autofix_playspace_jumps": "Auto-correggi salti nell'area di gioco",
"settings_autofix_playspace_jumps_description": "Prova ad individuare automaticamente e correggere salti improvvisi nel tracking dell'area di gioco.",
"settings_enforce_minimum_rotation_variance": "Imponi minima variazione di rotazioni",
"settings_enforce_minimum_rotation_variance_description": "Automaticamente rifiuta sample che sono rotazionalmente simili per migliorare la qualità di calibrazione.",
"settings_locale": "Lingua",
"settings_reset": "Ripristina tutte le impostazioni",
"settings_reset_description": "Ripristina tutte le impostazioni a quelle predefinite. Questa modifica è permanente e non può essere annullata.",
"settings_reset_confirm": "Questa modifica è permanente e non può essere annullata. Sicuri di voler continuare?",
"settings_reset_yes": "Sì",
"settings_reset_no": "No",
/* about */
"about_title": "A Riguardo",
"about_description": "Space Calibrator è un attrezzo gratis e open source che ti permette di utilizzare insieme dispositivi di più fornitori con SteamVR.",
"about_view_source_info": "È possibile vedere il source code nel repositorio GitHub.",
"about_contributors_title": "Contributori",
"about_contributors_description": "Space Calibrator è reso possibile con l'aiuto delle seguenti persone:",
"about_translators_title": "Traduttori",
"about_translators_description": "Space Calibrator è stato tradotto dalle seguenti persone:",
"about_licenses_title": "Licenze",
"about_licenses_description": "Questo programma è munito di licenza tramite la MIT license. Altre dipendenze sono munite di licenze grazie ad altre licenze, per più informazioni è possibile consultare le licenze qui sotto.",
"about_link_github": "GitHub",
"about_link_discord": "Server Discord",
"about_link_logs_dir": "Cartella di Registri",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "È già presente un'altra istanza di Space Calibrator",
"troubleshoot_diagnosis_legacy_ipc_found_description": "Una versione contrastante di Space Calibrator è attualmente in uso. Avrai bisogno di disinstallarla per poter utilizzare questa applicazione. Vorresti rimuoverla automaticamente?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "È già presente un'altra istanza di Space Calibrator",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Un'altra versione di Space Calibrator è già presente. Vorresti rimuoverla?",
"troubleshoot_action_yes": "Sì",
"troubleshoot_action_no": "No",
"troubleshoot_action_quit": "Esci",
/* tutorial */
"learn_title": "Impara",
"learn_card_standard_calibration": "Calibrazione Standard",
"learn_card_standard_calibration_description": "Impara come calibrare un paio di dispositivi.",
"learn_card_continuous_calibration": "Calibrazione Continua",
"learn_card_continuous_calibration_description": "Calibra frequente per contrastare il drift nel mezzo di una sessione.",
"learn_card_base_station_management": "Gestione Base Stations",
"learn_card_base_station_management_description": "Controlla le tue Base Station di SteamVR senza cavo.",
"learn_card_ui_tour": "UI Tour",
"learn_card_ui_tour_description": "Una paronamica dell'interfaccia di Space Calibrator.",
"learn_action_back": "Indietro",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Calibrazione Standard allinea due sistemi di tracking così che i tuoi dispositivi VR funzionano insieme nello stesso spazio di gioco fisico.",
"learn_page_standard_select_devices_title": "Seleziona i tuoi dispositivi",
"learn_page_standard_select_devices_desc": "Prima di iniziare, l'app ha bisogno di sapere quali due dispositivi vuoi che allinei.",
"learn_page_standard_ref_device": "Dispositivo di Riferimento: Questo dispositivo è a cosa stai calibrando, solitamente un controller.",
"learn_page_standard_target_device": "Dispositivo di Destinazione: Il dispositivo non allineato con cui stai calibrando, tipicamente un tracker o qualcosa di simile.",
"learn_page_standard_perform_title": "Eseguire la Calibrazione",
"learn_page_standard_perform_step1": "Tenere entrambi i dispositivi strettamente su una mano. Tienili con più forza possibile così che non si muovano durante il processo di calibrazione.",
"learn_page_standard_perform_step2": "Clicca il pulsante Calibrazione Standard per iniziare a calibrare.",
"learn_page_standard_perform_step3": "Spostati attorno la tua stanza mentre muovi i tuoi dispositivi in una manovra a figura otto, come qua sotto illustrato.",
"learn_page_standard_speeds_title": "Velocità di Calibrazione",
"learn_page_standard_speeds_desc": "Puoi opzionalmente alterare la velocità di calibrazione per influenzare quanto movimento è richiesto. Più movimento tende a migliorare la qualità di calibrazione.",
"learn_page_standard_speed_fast": "Veloce: Impiega meno tempo, ma può risultare in calibrazioni di qualità più scarsa.",
"learn_page_standard_speed_slow": "Lenta / Molto Lenta: Impiega di più, e tende a risultare in calibrazioni più precise.",
"learn_page_standard_completion_note": "Una volta che la barra di progresso si riempe del tutto, i tuoi dispositivi dovrebbero istantaneamente allinearsi in VR. Se questo non accade, prova a calibrare di nuovo.",
"learn_page_standard_drift_title": "Una Nota a Riguardo del Drift",
"learn_page_standard_drift_desc": "Col passare del tempo, I tuoi dispositivi possono iniziare a driftare, rompendo la calibrazione. Se questo accade, dovrai ricalibrare per correggerlo. Se devi fare ciò frequentemente, dovresti considerare l'utilizzo della Calibrazione Continua.",
"learn_page_continuous_desc1": "Se noti che i tuoi dispositivi iniziano lentamente a muoversi, rotearsi, o a driftare a caso durante una sessione di gioco, la Calibrazione Continua è una soluzione a questi problemi.",
"learn_page_continuous_desc2": "Invece di forzare a fermarti e di calibrare manualmente ogni po' di tempo, la Calibrazione Continua mantiene in sintonia automaticamente il tuo tracking dietro le quinte mentre giochi.",
"learn_page_continuous_note_title": "Nota",
"learn_page_continuous_note_desc": "Un tracker dedicato montato sul tuo headset è NECESSARIO per usare questa funzione.",
"learn_page_continuous_desc3": "La Calibrazione Continua prova a ricalibrare i tuoi dispositivi frequentemente per eliminare al più possiible il drift. Tende a rendere la calibrazione una cosa a cui neanche pensi una volta setuppata.",
"learn_page_continuous_setup_instructions": "Per setuppare la Calibrazione Continua, prima seleziona i tuoi dispositivi come spiegato nella pagina della Calibrazione Standard. Vorrai il tuo headset selezionato come dispositivo di riferimento, e il tracker di calibrazione come dispositivo di destinazione. Poi clicca il pulsante di Calibrazione Continua per iniziare la calibrazione. Potrebbe impiegarci un po' prima che la calibrazione iniziale venga completata, dunque muoviti attorno per far sì che l'app impari il tuo tracking!",
"learn_page_continuous_should_use_title": "Dovresti usare la Calibrazione Continua?",
"learn_page_continuous_should_use_standard": "Utilizza la Calibrazione Standard se non hai un tracker extra da montare sul tuo headset, se non spendi lunghe sessioni in VR, o se non ti turba dover ricalibrare ogni tanto quando c'è bisogno.",
"learn_page_continuous_should_use_continuous": "Usa la Calibrazione Continua se non vuoi praticamente pensare più al drifting. Questo è consigliato se spendi molto tempo in VR o se noti una grande quantità di drifting col passare del tempo.",
"learn_page_continuous_physical_setup_title": "Setup fisico (montare il tracker sul tuo headset)",
"learn_page_continuous_physical_setup_desc1": "Per usare la Calibrazione Continua avrai bisogno di un tracker dedicato attaccato al tuo VR headset. Ci sono vari tipi di montaggio in base al tipo di VR headset e tracker che viene utilizzato. Per iniziare, puoi tipicamente trovare modelli 3D sull'internet che puoi stampare, oppure puoi chiedere attorno nella comunità per capire cos'hanno fatto gli altri.",
"learn_page_continuous_physical_setup_desc2": "Una volta montato, il tracker dovrebbe essere attaccato fermamente all'headset. Non dovrebbe tremare, traballare o girare. Meglio montato è, meglio e più consistenti saranno le calibrazioni.",
"learn_page_basestation_desc": "Space Calibrator ti permette di controllare le SteamVR Base Station se hai un adattatore BLE Bluetooth disponibile.",
"learn_page_basestation_1_title": "Modelli Base Station 1.0",
"learn_page_basestation_1_desc": "Questi puoi solamente accenderli e spegnerli. L'utilizzo di canali senza cavo non è disponibile, e dovrai premere il bottone fisico installato nella parte retro della Base Station per alternare tra canali.",
"learn_page_basestation_2_title": "Modelli Base Station 2.0",
"learn_page_basestation_2_desc1": "Prodotti da entrambi Valve e HTC, questi hanno un miglior supporto per la gestione wireless rispetto a quelle 1.0. Con queste sei in grado di accenderle e spegnerle, e inoltre cambiare il loro canale. Ogni Base Station 2.0 deve essere in un canale unico e proprio, se no non funzioneranno. Space Calibrator ti offrirà ad aiutarti ad aggiustarle se ciò accade.",
"learn_page_basestation_2_desc2": "Per cambiare il canale di una Base Station 2.0, naviga alla casella Gestione Base Stations, seleziona il pulsante modifica per la Base Station che vuoi controllare, e clicca nel canale desiderato (marcato in verde).",
"learn_page_basestation_auto_power_title": "Gestione di Alimentazione Automatica",
"learn_page_basestation_auto_power_desc": "Puoi andare nella casella Impostazioni per abilitare la Gestione Base Station automatica, che accenderà le tue Base Station quando Space Calibrator viene aperto, e spegnerle quando chiudi SteamVR (con Space Calibrator aperto). Nota che chiudendo Space Calibrator manualmente prima di chiudere SteamVR NON spegnerà alcuna Base Station automaticamente.",
"learn_page_ui_tour_desc": "Questa interfaccia è suddivisa in varie caselle ognuna contenendo varie cose.",
"learn_page_ui_tour_calibration_heading": "Casella di Calibrazione",
"learn_page_ui_tour_cal_desc1": "La Casella di Calibraizone contiene controlli riguardanti le calibrazioni. Controlli le tue calibrazioni qui.",
"learn_page_ui_tour_cal_desc2": "In cima, vedrai una carta che ti mostrerà se hai una calibrazione attiva, e se sì, di che tipo.",
"learn_page_ui_tour_cal_desc3": "Sotto quello, puoi selezionare quali dispositivi con cui calibrare. Prima dovresti scegliere il sistema di tracking che desideri calibrare- Poi, sul pannello a sinistra dovresti selezionare con cosa lo andrai a calibrare. E sul pannello a destra dovresti selezionare cosa vorrai calibrare.",
"learn_page_ui_tour_cal_desc4": "Sotto quello ci sono i pulsanti per effettuare una calibrazione. Se non sei sicuro di quale calibrazione dovresti fare, la preghiamo di leggere le pagine a riguardo delle Calibrazioni Standard e Continua per saperne di più.",
"learn_page_ui_tour_cal_desc5": "Alla fine della casella di Calibrazioni troverai alcune opzioni per controllare la calibrazione. Un numero di queste impostazioni richiedono che le impostazioni avanzate siano visibili.",
"learn_page_ui_tour_base_stations_heading": "Casella Gestione Base Stations",
"learn_page_ui_tour_bs_desc": "Qui puoi controllare qualunque Base Station nella tua stanza con un adattatore BLE Bluetooth supportato. Tipicamente, non dovresti aver bisogno di toccare questa casella oltre il setup iniziale.",
"learn_page_ui_tour_settings_heading": "Casella Impostazioni",
"learn_page_ui_tour_settings_desc1": "Qui puoi impostare alcune impostazioni globali per il programma. Queste includono le impostazioni avanzate, Gestione Base Stations e lingua UI.",
"learn_page_ui_tour_settings_desc2": "Alcune feature in quest'app richiedono che le Impostazioni Avanzate siano attivate. Dovresti abilitarlo solo se sai esattamente cosa stai facendo.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Inglese (UK)",
"languages_en_US": "Inglese (US)",
"languages_fr": "Francese",
"languages_it": "Italiano",
"languages_de": "Tedesco",
"languages_nl": "Olandese",
"languages_es_ES": "Spagnolo (Spagna)",
"languages_es_US": "Spagnolo (America Latina)",
"languages_da": "Danese",
"languages_sv": "Svedese",
"languages_fi": "Finlandese",
"languages_no": "Norvegese",
"languages_bg": "Bulgaro",
"languages_pl": "Polacco",
"languages_cs": "Ceco",
"languages_el": "Greco",
"languages_hu": "Ungherese",
"languages_pt_PT": "Portoghese (Portogallo)",
"languages_pt_BR": "Portoghese (Brasile)",
"languages_ro": "Rumeno",
"languages_ru": "Russo",
"languages_tr": "Turco",
"languages_uk": "Ucraino",
"languages_zh_HANS": "Cinese (Semplificato)",
"languages_zh_HANT": "Cinese (Tradizionale)",
"languages_ja": "Giapponese",
"languages_ko": "Coreano",
"languages_th": "Tailandese",
"languages_vi": "Vietnamita",
"languages_system": "Lingua del Sistema"
}
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