-
Notifications
You must be signed in to change notification settings - Fork 819
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Integrating VR into simulate #1452
base: main
Are you sure you want to change the base?
Conversation
Thanks for your pull request! It looks like this may be your first contribution to a Google open source project. Before we can look at your pull request, you'll need to sign a Contributor License Agreement (CLA). View this failed invocation of the CLA check for more information. For the most up to date status, view the checks section at the bottom of the pull request. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This isn't auto-generated, right? Could this be taken from the checked out repository, instead of checking in our own copy?
The current branch uses OpenVR (very close to the original mjvive project) to render the scenes in VR. It is turned on via MUJOCO_BUILD_SIMULATE_VR cmake option. If the VR could not be initialized, the simulate runs normally. I aimed at minimizing the number of changes/additions to simulate.cc. Supports definition of VR transformation in the model (instead of hardcoded default) - see balloons model.
Tested on Windows 10/11, using Steam VR:
Valve Index - works
HTC Vive XR Elite - works, streaming using Vive Streaming Hub
Meta Quest 3 - technically works (through Steam Link), but the projections are wrong, will need fixing.
Current problems:
Directions before merging: