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WebXRController: Fix wrong ray space for Vive OpenXR Runtime. #24056

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merged 1 commit into from
Jun 21, 2022
Merged

WebXRController: Fix wrong ray space for Vive OpenXR Runtime. #24056

merged 1 commit into from
Jun 21, 2022

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saitonakamura
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Description

There was no rays in react/xr on Vive OpenXR Runtime (Vive Cosmos uses it). I started debugging and found out that inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace ); return null on this runtime, however gripPose was fine. When I used gripPose in place of inputPose ray started doing fine and their directions correlates with the ones I see in native Viveport interface. Looks like grip space and target ray space are the same in Vive OpenXR Runtime. Pretty sure it's a bug, but this provides a workaround with no additional cost

@Mugen87 Mugen87 changed the title Fix wrong ray space for Vive OepnXR Runtime WebXRController: Fix wrong ray space for Vive OpenXR Runtime. May 14, 2022
@mrdoob mrdoob added this to the r142 milestone Jun 21, 2022
@mrdoob mrdoob merged commit 39439d0 into mrdoob:dev Jun 21, 2022
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mrdoob commented Jun 21, 2022

Thanks!

@saitonakamura saitonakamura deleted the vive-cosmos-ray-fix branch June 30, 2022 05:55
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Awesome, thank y'all

abernier pushed a commit to abernier/three.js that referenced this pull request Sep 16, 2022
snagy pushed a commit to snagy/three.js-1 that referenced this pull request Sep 21, 2022
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4 participants