Exemple #1
0
        private static void Main()
        {
            RenderForm form = new RenderForm("OculusWrap SharpDX demo");

            IntPtr          sessionPtr;
            InputLayout     inputLayout          = null;
            Buffer          contantBuffer        = null;
            Buffer          vertexBuffer         = null;
            ShaderSignature shaderSignature      = null;
            PixelShader     pixelShader          = null;
            ShaderBytecode  pixelShaderByteCode  = null;
            VertexShader    vertexShader         = null;
            ShaderBytecode  vertexShaderByteCode = null;
            Texture2D       mirrorTextureD3D     = null;

            EyeTexture[]      eyeTextures                = null;
            DeviceContext     immediateContext           = null;
            DepthStencilState depthStencilState          = null;
            DepthStencilView  depthStencilView           = null;
            Texture2D         depthBuffer                = null;
            RenderTargetView  backBufferRenderTargetView = null;
            Texture2D         backBuffer = null;

            SharpDX.DXGI.SwapChain swapChain = null;
            Factory       factory            = null;
            MirrorTexture mirrorTexture      = null;
            Guid          textureInterfaceId = new Guid("6f15aaf2-d208-4e89-9ab4-489535d34f9c");                                                            // Interface ID of the Direct3D Texture2D interface.

            Result result;

            OvrWrap OVR = OvrWrap.Create();

            // Define initialization parameters with debug flag.
            InitParams initializationParameters = new InitParams();

            initializationParameters.Flags = InitFlags.Debug | InitFlags.RequestVersion;
            initializationParameters.RequestedMinorVersion = 17;

            // Initialize the Oculus runtime.
            string errorReason = null;

            try
            {
                result = OVR.Initialize(initializationParameters);

                if (result < Result.Success)
                {
                    errorReason = result.ToString();
                }
            }
            catch (Exception ex)
            {
                errorReason = ex.Message;
            }

            if (errorReason != null)
            {
                MessageBox.Show("Failed to initialize the Oculus runtime library:\r\n" + errorReason, "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
                return;
            }

            // Use the head mounted display.
            sessionPtr = IntPtr.Zero;
            var graphicsLuid = new GraphicsLuid();

            result = OVR.Create(ref sessionPtr, ref graphicsLuid);
            if (result < Result.Success)
            {
                MessageBox.Show("The HMD is not enabled: " + result.ToString(), "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
                return;
            }

            var hmdDesc = OVR.GetHmdDesc(sessionPtr);


            try
            {
                // Create a set of layers to submit.
                eyeTextures = new EyeTexture[2];

                // Create DirectX drawing device.
                SharpDX.Direct3D11.Device device = new Device(SharpDX.Direct3D.DriverType.Hardware, DeviceCreationFlags.Debug);

                // Create DirectX Graphics Interface factory, used to create the swap chain.
                factory = new SharpDX.DXGI.Factory4();

                immediateContext = device.ImmediateContext;

                // Define the properties of the swap chain.
                SwapChainDescription swapChainDescription = new SwapChainDescription();
                swapChainDescription.BufferCount            = 1;
                swapChainDescription.IsWindowed             = true;
                swapChainDescription.OutputHandle           = form.Handle;
                swapChainDescription.SampleDescription      = new SampleDescription(1, 0);
                swapChainDescription.Usage                  = Usage.RenderTargetOutput | Usage.ShaderInput;
                swapChainDescription.SwapEffect             = SwapEffect.Sequential;
                swapChainDescription.Flags                  = SwapChainFlags.AllowModeSwitch;
                swapChainDescription.ModeDescription.Width  = form.Width;
                swapChainDescription.ModeDescription.Height = form.Height;
                swapChainDescription.ModeDescription.Format = Format.R8G8B8A8_UNorm;
                swapChainDescription.ModeDescription.RefreshRate.Numerator   = 0;
                swapChainDescription.ModeDescription.RefreshRate.Denominator = 1;

                // Create the swap chain.
                swapChain = new SwapChain(factory, device, swapChainDescription);

                // Retrieve the back buffer of the swap chain.
                backBuffer = swapChain.GetBackBuffer <Texture2D>(0);
                backBufferRenderTargetView = new RenderTargetView(device, backBuffer);

                // Create a depth buffer, using the same width and height as the back buffer.
                Texture2DDescription depthBufferDescription = new Texture2DDescription();
                depthBufferDescription.Format            = Format.D32_Float;
                depthBufferDescription.ArraySize         = 1;
                depthBufferDescription.MipLevels         = 1;
                depthBufferDescription.Width             = form.Width;
                depthBufferDescription.Height            = form.Height;
                depthBufferDescription.SampleDescription = new SampleDescription(1, 0);
                depthBufferDescription.Usage             = ResourceUsage.Default;
                depthBufferDescription.BindFlags         = BindFlags.DepthStencil;
                depthBufferDescription.CpuAccessFlags    = CpuAccessFlags.None;
                depthBufferDescription.OptionFlags       = ResourceOptionFlags.None;

                // Define how the depth buffer will be used to filter out objects, based on their distance from the viewer.
                DepthStencilStateDescription depthStencilStateDescription = new DepthStencilStateDescription();
                depthStencilStateDescription.IsDepthEnabled  = true;
                depthStencilStateDescription.DepthComparison = Comparison.Less;
                depthStencilStateDescription.DepthWriteMask  = DepthWriteMask.Zero;

                // Create the depth buffer.
                depthBuffer       = new Texture2D(device, depthBufferDescription);
                depthStencilView  = new DepthStencilView(device, depthBuffer);
                depthStencilState = new DepthStencilState(device, depthStencilStateDescription);

                var viewport = new Viewport(0, 0, hmdDesc.Resolution.Width, hmdDesc.Resolution.Height, 0.0f, 1.0f);

                immediateContext.OutputMerger.SetDepthStencilState(depthStencilState);
                immediateContext.OutputMerger.SetRenderTargets(depthStencilView, backBufferRenderTargetView);
                immediateContext.Rasterizer.SetViewport(viewport);

                // Retrieve the DXGI device, in order to set the maximum frame latency.
                using (SharpDX.DXGI.Device1 dxgiDevice = device.QueryInterface <SharpDX.DXGI.Device1>())
                {
                    dxgiDevice.MaximumFrameLatency = 1;
                }

                var layerEyeFov = new LayerEyeFov();
                layerEyeFov.Header.Type  = LayerType.EyeFov;
                layerEyeFov.Header.Flags = LayerFlags.None;

                for (int eyeIndex = 0; eyeIndex < 2; eyeIndex++)
                {
                    EyeType eye        = (EyeType)eyeIndex;
                    var     eyeTexture = new EyeTexture();
                    eyeTextures[eyeIndex] = eyeTexture;

                    // Retrieve size and position of the texture for the current eye.
                    eyeTexture.FieldOfView           = hmdDesc.DefaultEyeFov[eyeIndex];
                    eyeTexture.TextureSize           = OVR.GetFovTextureSize(sessionPtr, eye, hmdDesc.DefaultEyeFov[eyeIndex], 1.0f);
                    eyeTexture.RenderDescription     = OVR.GetRenderDesc(sessionPtr, eye, hmdDesc.DefaultEyeFov[eyeIndex]);
                    eyeTexture.HmdToEyeViewOffset    = eyeTexture.RenderDescription.HmdToEyePose.Position;
                    eyeTexture.ViewportSize.Position = new Vector2i(0, 0);
                    eyeTexture.ViewportSize.Size     = eyeTexture.TextureSize;
                    eyeTexture.Viewport = new Viewport(0, 0, eyeTexture.TextureSize.Width, eyeTexture.TextureSize.Height, 0.0f, 1.0f);

                    // Define a texture at the size recommended for the eye texture.
                    eyeTexture.Texture2DDescription                   = new Texture2DDescription();
                    eyeTexture.Texture2DDescription.Width             = eyeTexture.TextureSize.Width;
                    eyeTexture.Texture2DDescription.Height            = eyeTexture.TextureSize.Height;
                    eyeTexture.Texture2DDescription.ArraySize         = 1;
                    eyeTexture.Texture2DDescription.MipLevels         = 1;
                    eyeTexture.Texture2DDescription.Format            = Format.R8G8B8A8_UNorm;
                    eyeTexture.Texture2DDescription.SampleDescription = new SampleDescription(1, 0);
                    eyeTexture.Texture2DDescription.Usage             = ResourceUsage.Default;
                    eyeTexture.Texture2DDescription.CpuAccessFlags    = CpuAccessFlags.None;
                    eyeTexture.Texture2DDescription.BindFlags         = BindFlags.ShaderResource | BindFlags.RenderTarget;

                    // Convert the SharpDX texture description to the Oculus texture swap chain description.
                    TextureSwapChainDesc textureSwapChainDesc = SharpDXHelpers.CreateTextureSwapChainDescription(eyeTexture.Texture2DDescription);

                    // Create a texture swap chain, which will contain the textures to render to, for the current eye.
                    IntPtr textureSwapChainPtr;

                    result = OVR.CreateTextureSwapChainDX(sessionPtr, device.NativePointer, ref textureSwapChainDesc, out textureSwapChainPtr);
                    WriteErrorDetails(OVR, result, "Failed to create swap chain.");

                    eyeTexture.SwapTextureSet = new TextureSwapChain(OVR, sessionPtr, textureSwapChainPtr);


                    // Retrieve the number of buffers of the created swap chain.
                    int textureSwapChainBufferCount;
                    result = eyeTexture.SwapTextureSet.GetLength(out textureSwapChainBufferCount);
                    WriteErrorDetails(OVR, result, "Failed to retrieve the number of buffers of the created swap chain.");

                    // Create room for each DirectX texture in the SwapTextureSet.
                    eyeTexture.Textures          = new Texture2D[textureSwapChainBufferCount];
                    eyeTexture.RenderTargetViews = new RenderTargetView[textureSwapChainBufferCount];

                    // Create a texture 2D and a render target view, for each unmanaged texture contained in the SwapTextureSet.
                    for (int textureIndex = 0; textureIndex < textureSwapChainBufferCount; textureIndex++)
                    {
                        // Retrieve the Direct3D texture contained in the Oculus TextureSwapChainBuffer.
                        IntPtr swapChainTextureComPtr = IntPtr.Zero;
                        result = eyeTexture.SwapTextureSet.GetBufferDX(textureIndex, textureInterfaceId, out swapChainTextureComPtr);
                        WriteErrorDetails(OVR, result, "Failed to retrieve a texture from the created swap chain.");

                        // Create a managed Texture2D, based on the unmanaged texture pointer.
                        eyeTexture.Textures[textureIndex] = new Texture2D(swapChainTextureComPtr);

                        // Create a render target view for the current Texture2D.
                        eyeTexture.RenderTargetViews[textureIndex] = new RenderTargetView(device, eyeTexture.Textures[textureIndex]);
                    }

                    // Define the depth buffer, at the size recommended for the eye texture.
                    eyeTexture.DepthBufferDescription                   = new Texture2DDescription();
                    eyeTexture.DepthBufferDescription.Format            = Format.D32_Float;
                    eyeTexture.DepthBufferDescription.Width             = eyeTexture.TextureSize.Width;
                    eyeTexture.DepthBufferDescription.Height            = eyeTexture.TextureSize.Height;
                    eyeTexture.DepthBufferDescription.ArraySize         = 1;
                    eyeTexture.DepthBufferDescription.MipLevels         = 1;
                    eyeTexture.DepthBufferDescription.SampleDescription = new SampleDescription(1, 0);
                    eyeTexture.DepthBufferDescription.Usage             = ResourceUsage.Default;
                    eyeTexture.DepthBufferDescription.BindFlags         = BindFlags.DepthStencil;
                    eyeTexture.DepthBufferDescription.CpuAccessFlags    = CpuAccessFlags.None;
                    eyeTexture.DepthBufferDescription.OptionFlags       = ResourceOptionFlags.None;

                    // Create the depth buffer.
                    eyeTexture.DepthBuffer      = new Texture2D(device, eyeTexture.DepthBufferDescription);
                    eyeTexture.DepthStencilView = new DepthStencilView(device, eyeTexture.DepthBuffer);

                    // Specify the texture to show on the HMD.
                    if (eyeIndex == 0)
                    {
                        layerEyeFov.ColorTextureLeft      = eyeTexture.SwapTextureSet.TextureSwapChainPtr;
                        layerEyeFov.ViewportLeft.Position = new Vector2i(0, 0);
                        layerEyeFov.ViewportLeft.Size     = eyeTexture.TextureSize;
                        layerEyeFov.FovLeft = eyeTexture.FieldOfView;
                    }
                    else
                    {
                        layerEyeFov.ColorTextureRight      = eyeTexture.SwapTextureSet.TextureSwapChainPtr;
                        layerEyeFov.ViewportRight.Position = new Vector2i(0, 0);
                        layerEyeFov.ViewportRight.Size     = eyeTexture.TextureSize;
                        layerEyeFov.FovRight = eyeTexture.FieldOfView;
                    }
                }

                MirrorTextureDesc mirrorTextureDescription = new MirrorTextureDesc();
                mirrorTextureDescription.Format    = TextureFormat.R8G8B8A8_UNorm_SRgb;
                mirrorTextureDescription.Width     = form.Width;
                mirrorTextureDescription.Height    = form.Height;
                mirrorTextureDescription.MiscFlags = TextureMiscFlags.None;

                // Create the texture used to display the rendered result on the computer monitor.
                IntPtr mirrorTexturePtr;
                result = OVR.CreateMirrorTextureDX(sessionPtr, device.NativePointer, ref mirrorTextureDescription, out mirrorTexturePtr);
                WriteErrorDetails(OVR, result, "Failed to create mirror texture.");

                mirrorTexture = new MirrorTexture(OVR, sessionPtr, mirrorTexturePtr);


                // Retrieve the Direct3D texture contained in the Oculus MirrorTexture.
                IntPtr mirrorTextureComPtr = IntPtr.Zero;
                result = mirrorTexture.GetBufferDX(textureInterfaceId, out mirrorTextureComPtr);
                WriteErrorDetails(OVR, result, "Failed to retrieve the texture from the created mirror texture buffer.");

                // Create a managed Texture2D, based on the unmanaged texture pointer.
                mirrorTextureD3D = new Texture2D(mirrorTextureComPtr);

                #region Vertex and pixel shader
                // Create vertex shader.
                vertexShaderByteCode = ShaderBytecode.CompileFromFile("Shaders.fx", "VertexShaderPositionColor", "vs_4_0");
                vertexShader         = new VertexShader(device, vertexShaderByteCode);

                // Create pixel shader.
                pixelShaderByteCode = ShaderBytecode.CompileFromFile("Shaders.fx", "PixelShaderPositionColor", "ps_4_0");
                pixelShader         = new PixelShader(device, pixelShaderByteCode);

                shaderSignature = ShaderSignature.GetInputSignature(vertexShaderByteCode);

                // Specify that each vertex consists of a single vertex position and color.
                InputElement[] inputElements = new InputElement[]
                {
                    new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                    new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
                };

                // Define an input layout to be passed to the vertex shader.
                inputLayout = new InputLayout(device, shaderSignature, inputElements);

                // Create a vertex buffer, containing our 3D model.
                vertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, m_vertices);

                // Create a constant buffer, to contain our WorldViewProjection matrix, that will be passed to the vertex shader.
                contantBuffer = new Buffer(device, Utilities.SizeOf <Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);

                // Setup the immediate context to use the shaders and model we defined.
                immediateContext.InputAssembler.InputLayout       = inputLayout;
                immediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
                immediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, sizeof(float) * 4 * 2, 0));
                immediateContext.VertexShader.SetConstantBuffer(0, contantBuffer);
                immediateContext.VertexShader.Set(vertexShader);
                immediateContext.PixelShader.Set(pixelShader);
                #endregion

                DateTime startTime = DateTime.Now;
                Vector3  position  = new Vector3(0, 0, -1);

                #region Render loop
                RenderLoop.Run(form, () =>
                {
                    Vector3f[] hmdToEyeViewOffsets = { eyeTextures[0].HmdToEyeViewOffset, eyeTextures[1].HmdToEyeViewOffset };
                    double displayMidpoint         = OVR.GetPredictedDisplayTime(sessionPtr, 0);
                    TrackingState trackingState    = OVR.GetTrackingState(sessionPtr, displayMidpoint, true);
                    Posef[] eyePoses = new Posef[2];

                    // Calculate the position and orientation of each eye.
                    OVR.CalcEyePoses(trackingState.HeadPose.ThePose, hmdToEyeViewOffsets, ref eyePoses);

                    float timeSinceStart = (float)(DateTime.Now - startTime).TotalSeconds;

                    for (int eyeIndex = 0; eyeIndex < 2; eyeIndex++)
                    {
                        EyeType eye           = (EyeType)eyeIndex;
                        EyeTexture eyeTexture = eyeTextures[eyeIndex];

                        if (eyeIndex == 0)
                        {
                            layerEyeFov.RenderPoseLeft = eyePoses[0];
                        }
                        else
                        {
                            layerEyeFov.RenderPoseRight = eyePoses[1];
                        }

                        // Update the render description at each frame, as the HmdToEyeOffset can change at runtime.
                        eyeTexture.RenderDescription = OVR.GetRenderDesc(sessionPtr, eye, hmdDesc.DefaultEyeFov[eyeIndex]);

                        // Retrieve the index of the active texture
                        int textureIndex;
                        result = eyeTexture.SwapTextureSet.GetCurrentIndex(out textureIndex);
                        WriteErrorDetails(OVR, result, "Failed to retrieve texture swap chain current index.");

                        immediateContext.OutputMerger.SetRenderTargets(eyeTexture.DepthStencilView, eyeTexture.RenderTargetViews[textureIndex]);
                        immediateContext.ClearRenderTargetView(eyeTexture.RenderTargetViews[textureIndex], Color.Black);
                        immediateContext.ClearDepthStencilView(eyeTexture.DepthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
                        immediateContext.Rasterizer.SetViewport(eyeTexture.Viewport);

                        // Retrieve the eye rotation quaternion and use it to calculate the LookAt direction and the LookUp direction.
                        Quaternion rotationQuaternion = SharpDXHelpers.ToQuaternion(eyePoses[eyeIndex].Orientation);
                        Matrix rotationMatrix         = Matrix.RotationQuaternion(rotationQuaternion);
                        Vector3 lookUp = Vector3.Transform(new Vector3(0, -1, 0), rotationMatrix).ToVector3();
                        Vector3 lookAt = Vector3.Transform(new Vector3(0, 0, 1), rotationMatrix).ToVector3();

                        Vector3 viewPosition = position - eyePoses[eyeIndex].Position.ToVector3();

                        Matrix world      = Matrix.Scaling(0.1f) * Matrix.RotationX(timeSinceStart / 10f) * Matrix.RotationY(timeSinceStart * 2 / 10f) * Matrix.RotationZ(timeSinceStart * 3 / 10f);
                        Matrix viewMatrix = Matrix.LookAtLH(viewPosition, viewPosition + lookAt, lookUp);

                        Matrix projectionMatrix = OVR.Matrix4f_Projection(eyeTexture.FieldOfView, 0.1f, 100.0f, ProjectionModifier.LeftHanded).ToMatrix();
                        projectionMatrix.Transpose();

                        Matrix worldViewProjection = world * viewMatrix * projectionMatrix;
                        worldViewProjection.Transpose();

                        // Update the transformation matrix.
                        immediateContext.UpdateSubresource(ref worldViewProjection, contantBuffer);

                        // Draw the cube
                        immediateContext.Draw(m_vertices.Length / 2, 0);

                        // Commits any pending changes to the TextureSwapChain, and advances its current index
                        result = eyeTexture.SwapTextureSet.Commit();
                        WriteErrorDetails(OVR, result, "Failed to commit the swap chain texture.");
                    }


                    result = OVR.SubmitFrame(sessionPtr, 0L, IntPtr.Zero, ref layerEyeFov);
                    WriteErrorDetails(OVR, result, "Failed to submit the frame of the current layers.");

                    immediateContext.CopyResource(mirrorTextureD3D, backBuffer);
                    swapChain.Present(0, PresentFlags.None);
                });
                #endregion
            }
            finally
            {
                if (immediateContext != null)
                {
                    immediateContext.ClearState();
                    immediateContext.Flush();
                }

                // Release all resources
                Dispose(inputLayout);
                Dispose(contantBuffer);
                Dispose(vertexBuffer);
                Dispose(shaderSignature);
                Dispose(pixelShader);
                Dispose(pixelShaderByteCode);
                Dispose(vertexShader);
                Dispose(vertexShaderByteCode);
                Dispose(mirrorTextureD3D);
                Dispose(mirrorTexture);
                Dispose(eyeTextures[0]);
                Dispose(eyeTextures[1]);
                Dispose(immediateContext);
                Dispose(depthStencilState);
                Dispose(depthStencilView);
                Dispose(depthBuffer);
                Dispose(backBufferRenderTargetView);
                Dispose(backBuffer);
                Dispose(swapChain);
                Dispose(factory);

                // Disposing the device, before the hmd, will cause the hmd to fail when disposing.
                // Disposing the device, after the hmd, will cause the dispose of the device to fail.
                // It looks as if the hmd steals ownership of the device and destroys it, when it's shutting down.
                // device.Dispose();
                OVR.Destroy(sessionPtr);
            }
        }
        private void ProcessTouchControllers()
        {
            if (_oculusRiftVirtualRealityProvider == null)
            {
                return;
            }

            var sessionPtr = _oculusRiftVirtualRealityProvider.SessionPtr;
            var connectedControllerTypes = _ovr.GetConnectedControllerTypes(sessionPtr);

            if (connectedControllerTypes.HasFlag(ControllerType.LTouch)) // Is Left touch controller connected?
            {
                if (_leftControllerVisual3D == null)                     // If controller is not yet visible, show it
                {
                    EnsureLeftControllerVisual3D();
                    _viewport3D.Children.Add(_leftControllerVisual3D);
                }
            }
            else
            {
                if (_leftControllerVisual3D != null) // If controller is visible, hide it
                {
                    _viewport3D.Children.Remove(_leftControllerVisual3D);
                    _leftControllerVisual3D = null;
                }
            }


            if (connectedControllerTypes.HasFlag(ControllerType.RTouch)) // Is Right touch controller connected?
            {
                if (_rightControllerVisual3D == null)                    // If controller is not yet visible, show it
                {
                    EnsureRightControllerVisual3D();
                    _viewport3D.Children.Add(_rightControllerVisual3D);
                }
            }
            else
            {
                if (_rightControllerVisual3D != null) // If controller is visible, hide it
                {
                    _viewport3D.Children.Remove(_rightControllerVisual3D);
                    _rightControllerVisual3D = null;
                }
            }


            // If any controller is visible update its transformation
            if (_leftControllerVisual3D != null || _rightControllerVisual3D != null)
            {
                double        displayMidpoint = _ovr.GetPredictedDisplayTime(sessionPtr, 0);
                TrackingState trackingState   = _ovr.GetTrackingState(sessionPtr, displayMidpoint, true);

                var cameraPosition = _camera.GetCameraPosition();

                if (_leftControllerVisual3D != null)
                {
                    var handPose         = trackingState.HandPoses[0].ThePose;
                    var handPosePosition = handPose.Position;

                    // Update transformations that are already assigned to _leftControllerVisual3D

                    // First rotate the controller based on its rotation in our hand
                    _leftControllerQuaternionRotation3D.Quaternion = new Quaternion(handPose.Orientation.X, handPose.Orientation.Y, handPose.Orientation.Z, handPose.Orientation.W); // NOTE: Quaternion is struct so no GC "harm" is done here

                    // Now rotate because of our body rotation (the amount of rotation is defined in the _camera.Heading)
                    // We also need to adjust the center of rotation

                    _leftControllerBodyRotateTransform3D.CenterX = -handPosePosition.X;
                    _leftControllerBodyRotateTransform3D.CenterY = -handPosePosition.Y;
                    _leftControllerBodyRotateTransform3D.CenterZ = -handPosePosition.Z;
                    ((AxisAngleRotation3D)_leftControllerBodyRotateTransform3D.Rotation).Angle = -_camera.Heading;

                    // Finally move the controller model for the hand pose offset + body offset
                    _leftControllerTranslateTransform3D.OffsetX = cameraPosition.X + handPosePosition.X;
                    _leftControllerTranslateTransform3D.OffsetY = cameraPosition.Y + handPosePosition.Y;
                    _leftControllerTranslateTransform3D.OffsetZ = cameraPosition.Z + handPosePosition.Z;
                }

                if (_rightControllerVisual3D != null)
                {
                    var handPose         = trackingState.HandPoses[1].ThePose;
                    var handPosePosition = handPose.Position;

                    // Update transformations that are already assigned to _rightControllerVisual3D

                    // First rotate the controller based on its rotation in our hand
                    _rightControllerQuaternionRotation3D.Quaternion = new Quaternion(handPose.Orientation.X, handPose.Orientation.Y, handPose.Orientation.Z, handPose.Orientation.W); // NOTE: Quaternion is struct so no GC "harm" is done here

                    // Now rotate because of our body rotation (the amount of rotation is defined in the _camera.Heading)
                    // We also need to adjust the center of rotation

                    _rightControllerBodyRotateTransform3D.CenterX = -handPosePosition.X;
                    _rightControllerBodyRotateTransform3D.CenterY = -handPosePosition.Y;
                    _rightControllerBodyRotateTransform3D.CenterZ = -handPosePosition.Z;
                    ((AxisAngleRotation3D)_rightControllerBodyRotateTransform3D.Rotation).Angle = -_camera.Heading;

                    // Finally move the controller model for the hand pose offset + body offset
                    _rightControllerTranslateTransform3D.OffsetX = cameraPosition.X + handPosePosition.X;
                    _rightControllerTranslateTransform3D.OffsetY = cameraPosition.Y + handPosePosition.Y;
                    _rightControllerTranslateTransform3D.OffsetZ = cameraPosition.Z + handPosePosition.Z;
                }



                // Check the state of the controller Thicksticks and move or rotate accordingly
                var leftControllerInputState  = new InputState();
                var rightControllerInputState = new InputState();
                _ovr.GetInputState(sessionPtr, ControllerType.LTouch, ref leftControllerInputState);
                _ovr.GetInputState(sessionPtr, ControllerType.RTouch, ref rightControllerInputState);

                // Change camera angle
                _camera.Heading += rightControllerInputState.Thumbstick[1].X * _xInputCameraController.RotationSpeed;

                // Now move the camera (use strafe directions)
                double dx = leftControllerInputState.Thumbstick[0].X * _xInputCameraController.MovementSpeed;
                double dy = leftControllerInputState.Thumbstick[0].Y * _xInputCameraController.MovementSpeed;

                // strafeDirection is perpendicular to LookDirection and UpDirection
                var strafeDirection = Vector3D.CrossProduct(_camera.LookDirection, _camera.UpDirection);
                strafeDirection.Normalize();

                Vector3D movementVector = strafeDirection * dx; // move left / right

                Vector3D usedLookDirection = _camera.LookDirection;
                if (_xInputCameraController.MoveOnlyHorizontally)
                {
                    usedLookDirection.Y = 0; // Zero y direction when we move only horizontally
                }
                usedLookDirection.Normalize();

                movementVector += usedLookDirection * dy; // move forward / backward

                _camera.Offset += movementVector;
            }
        }