Accessory Integration - HTC Vive Tracker Developer Manuallines

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STM F4 series developer board:
char buffer[64];
char *p_buffer = buffer;
unsigned int buffer_size = sizeof(buffer);
memset( (void *)p_buffer, 0, buffer_size );
p_buffer[0] = 0xB3; // Command
p_buffer[1] = 0x03; // Size of Data
p_buffer[2] = 0x03; // Host Type: ACCESSORY
p_buffer[3] = 0x01;
p_buffer[4] = 0x01;
// STM API
USBH_HID_SetReport(
handle,
0x03,
// Feature Report
0,
(uint8_t *)p_buffer,
buffer_size );
Haptic value range: Vive Tracker receives haptic input value from the content, while the
POGO OUT pin sets an output of HIGH with the duration in 'ms'.

Accessory integration

This section describes information on position transformation between an accessory and Vive
Tracker. Content developers can create the correct rotation and translation result of the
content used with the attached accessory in a game engine such as Unity.
It is assumed that the local coordinate system of the accessory is z-axis facing the front (left-
handed coordinate system), and Vive Tracker is attached in the accessory as in the example
below. Rotation degree and translation distance of an accessory relevant to Vive Tracker are
described in roll, yaw, pitch and D
After the center of an accessory has been decided during the design, the following degrees
and distance of an accessory based on actual integration condition can be measured. For
detailed information regarding the center of the Vive Tracker, refer to guidelines related to the
hardware and mechanical design.
Vive Tracker
HTC Corporation
, D
, D
respectively during the integration.
x
y
z
Developer Guidelines
07/17/2017
Ver. 1.5
29
HTC Confidential and Proprietary

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