09-07-2017, 08:50 AM
I am glad that this is already fixed.
If you grab the latest version of Oculus Wrap sample (https://github.com/ab4d/Ab3d.OculusWrap) and check the Ab3d.DXEngine.OculusWrap.Sample, you will see that there is already rendering of Oculus 3D controllers that are fully transformed as you move your actual controllers in the hands.
The next step is to add rendering of 3D hands. I already have the models, but I would like to add bone animations to that so that it would be possible to show different hand poses. I already have a working version of bone animations, but it needs to be polished a little bit. When this will be ready I will update the Oculus sample.
I have also checked the Jitter Physics Engine and find it very interesting. I have added a new todo to crate a sample with using the engine.
It should be quite easy to use it with WPF 3D. If you check the RenderAll in the sample that come with Jitter Physics Engine you see that it creates boxes based on the calculate position and orientation. The orientation is 3x3 matrix - so from those two values you can create a 4x4 matrix - you put the orientation values into M11 ... M33 and Position into M41 ... M43 (or OffsetX ... Offsetz). This way you can create a WPF's Transform (can be used for transforming individual objects - for example BoxVisual3D objects from Ab3d.PowerToys).
If you grab the latest version of Oculus Wrap sample (https://github.com/ab4d/Ab3d.OculusWrap) and check the Ab3d.DXEngine.OculusWrap.Sample, you will see that there is already rendering of Oculus 3D controllers that are fully transformed as you move your actual controllers in the hands.
The next step is to add rendering of 3D hands. I already have the models, but I would like to add bone animations to that so that it would be possible to show different hand poses. I already have a working version of bone animations, but it needs to be polished a little bit. When this will be ready I will update the Oculus sample.
I have also checked the Jitter Physics Engine and find it very interesting. I have added a new todo to crate a sample with using the engine.
It should be quite easy to use it with WPF 3D. If you check the RenderAll in the sample that come with Jitter Physics Engine you see that it creates boxes based on the calculate position and orientation. The orientation is 3x3 matrix - so from those two values you can create a 4x4 matrix - you put the orientation values into M11 ... M33 and Position into M41 ... M43 (or OffsetX ... Offsetz). This way you can create a WPF's Transform (can be used for transforming individual objects - for example BoxVisual3D objects from Ab3d.PowerToys).
Andrej Benedik

