Jump to content

VR controller button IDs


Josh
 Share

Recommended Posts

This is what I figured out.

const int INDEX_BUTTON_B = 1;
const int INDEX_BUTTON_A = 2;// also squeeze handle
const int INDEX_BUTTON_DPAD = 32;// also touchpad button
const int INDEX_BUTTON_TRIGGER = 33;

const int INDEX_AXIS_DPAD = 0;// this is also the touchpad
const int INDEX_AXIS_TRIGGER = 1;

const int VIVE_BUTTON_TOUGHPAD = 32;
const int VIVE_BUTTON_TRIGGER = 33;
const int VIVE_BUTTON_MENU = 1;
const int VIVE_BUTTON_GRIP = 2;

const int VIVE_AXIS_TOUCHPAD = 0;
const int VIVE_AXIS_TRIGGER = 1;// x axis only

More info: https://www.vive.com/hk/support/vive-pro-hmd/category_howto/about-the-controllers.html

This is the code I am using to test:

#include "UltraEngine.h"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CLIENTCOORDS | WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a world
    auto world = CreateWorld();

    //Get the VR headset
    auto hmd = GetHmd(world);

    //Environment maps
    auto specmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/specular.dds");
    auto diffmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/diffuse.dds");
    world->SetEnvironmentMap(specmap, ENVIRONMENTMAP_BACKGROUND);
    world->SetEnvironmentMap(specmap, ENVIRONMENTMAP_SPECULAR);
    world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_DIFFUSE);

    //Add a floor
    auto floor = CreateBox(world, 5, 1, 5);
    floor->SetPosition(0, -0.5, 0);
    auto mtl = CreateMaterial();
    mtl->SetTexture(LoadTexture("https://github.com/UltraEngine/Documentation/raw/master/Assets/Materials/Developer/griid_gray.dds"));
    floor->SetMaterial(mtl);

    const int INDEX_BUTTON_B = 1;
    const int INDEX_BUTTON_A = 2;// also squeeze handle
    const int INDEX_BUTTON_DPAD = 32;// also touchpad button
    const int INDEX_BUTTON_TRIGGER = 33;

    const int VIVE_BUTTON_TOUGHPAD = 32;
    const int VIVE_BUTTON_TRIGGER = 33;
    const int VIVE_BUTTON_MENU = 1;

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        bool change = false;

        //Test axes
        float tol = 0.01f;
        for (int n = 0; n < 64; ++n)
        {
            for (int k = 0; k < 2; ++k)
            {
                if (hmd->controllers[k])
                {
                    auto v = hmd->controllers[k]->GetAxis(VrControllerAxis(n));
                    if (Abs(v.x) > tol or Abs(v.y) > tol)
                    {
                        window->SetText("Axis " + String(n) + ": " + String(v.x) + ", " + String(v.y));
                        change = true;
                        break;
                    }
                }
            }
        }

        // Check buttons        
        for (int n = 0; n < 64; ++n)
        {
            for (int k = 0; k < 2; ++k)
            {
                if (hmd->controllers[k] and hmd->controllers[k]->ButtonDown(VrControllerButton(n)))
                {
                    window->SetText("Button: " + String(n));
                    change = true;
                }
            }
        }
        
        if (not change) window->SetText("");

        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

My job is to make tools you love, with the features you want, and performance you can't live without.

Link to comment
Share on other sites

Okay, no big surprises here, but I noted some small details.

It does not appear to be possible to retrieve the Index finger orientations with the original OpenVR interface. I will look into this next.

My job is to make tools you love, with the features you want, and performance you can't live without.

Link to comment
Share on other sites

I don't think there is any way to get finger tracking data from Knuckles controllers without using Valve's horrible action manifest system.

My job is to make tools you love, with the features you want, and performance you can't live without.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...