review vr stuff, fix controller-ui ray casting
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@@ -9,8 +9,8 @@
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<uses-permission android:name="android.permission.INTERNET" />
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<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
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<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"/>
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<uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" />
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<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
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<uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS"/>
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<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
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<application android:label="@string/app_name"
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android:icon="@mipmap/ic_launcher"
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android:allowBackup="false">
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@@ -25,8 +25,8 @@
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<meta-data android:name="android.app.lib_name"
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android:value="native-lib" />
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.INFO" />
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<action android:name="android.intent.action.MAIN"/>
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<category android:name="android.intent.category.INFO"/>
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</intent-filter>
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</activity>
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</application>
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@@ -22,7 +22,7 @@ struct QuestController : public VRController
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void update_state(double predictedDisplayTime, glm::vec3 head_pos)
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{
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vrapi_GetInputTrackingState(ovr_context, id, predictedDisplayTime, &tracking);
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glm::vec3 c_pos = glm::make_vec3((float*)&tracking.HeadPose.Pose.Position) - head_pos;
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glm::vec3 c_pos = glm::make_vec3((float*)&tracking.HeadPose.Pose.Position);
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auto c_rot_ovr = ovrMatrix4f_CreateFromQuaternion(&tracking.HeadPose.Pose.Orientation);
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auto c_rot_ovr_tp = ovrMatrix4f_Transpose(&c_rot_ovr);
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glm::mat4 c_rot = glm::make_mat4((float*)&c_rot_ovr_tp);
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