MackeyK24 Posted June 27, 2018 Share Posted June 27, 2018 Yp @davrous ... Have you ever noticed when using the headset in webvr, if you turn your headset (or body while wearing headset) around 180 degress... The controller is STILL BEHIND you... the laser beam and the webvr DOT is showing the correct way but the beam is coming from underneath and behind you... its still in the position as if your rotation was 0 or facing front from where you sync you controller. When in the regular oculus interface and you turn around the controller is still in front (and slight offset to right if set to right handed) of you and the beam does not look like its coming from behind and underneath you. I think we should be taking into account our front vector or head rotation or something to offset that... What do you think ??? brianzinn 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted June 28, 2018 Share Posted June 28, 2018 Pinging @trevordev as well Quote Link to comment Share on other sites More sharing options...
trevordev Posted June 29, 2018 Share Posted June 29, 2018 Hey, to clarify are you talking about a 3dof controller like in gearVR or oculus GO? If so I think I understand what might be going on. I can take a shot at fixing this next week when I have a 3Dof to test with. brianzinn 1 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted June 30, 2018 Author Share Posted June 30, 2018 That is correct. the 3dof ... I imagine the 6dof does not have this problem since it uses position. The 3dof position is locked and only does rotation... problem is that the position that is locked can be behind your front looking direction giving the appearance of the beam coming from underneath you and you no long can see your controller Quote Link to comment Share on other sites More sharing options...
trevordev Posted June 30, 2018 Share Posted June 30, 2018 Cool, I created this so I dont forget: https://github.com/BabylonJS/Babylon.js/issues/4645 Quote Link to comment Share on other sites More sharing options...
trevordev Posted July 6, 2018 Share Posted July 6, 2018 @MackeyK24This(https://github.com/BabylonJS/Babylon.js/pull/4692) was just merged. Let me know if the rotation is now more in line with what you were expecting. dbawel 1 Quote Link to comment Share on other sites More sharing options...
brianzinn Posted July 7, 2018 Share Posted July 7, 2018 @trevordev - great work! would be nice if there was a 3DoF (orientation-only) Controller class or even better some "composition over inheritance", so that Daydream controller and perhaps even Generic controller could benefit from this. In the spec for WebVR there is a read-only "hasPosition", so you could detect and add this functionality. https://developer.mozilla.org/en-US/docs/Web/API/VRDisplayCapabilities/hasPosition Quote Link to comment Share on other sites More sharing options...
trevordev Posted July 9, 2018 Share Posted July 9, 2018 Good point, I was not aware of hasPosition, I don't have a daydream headset to easily test with at the moment but I can put this on my backlog unless you want to take a stab at it. Quote Link to comment Share on other sites More sharing options...
brianzinn Posted July 9, 2018 Share Posted July 9, 2018 I just borrowed a Daydream headset when I added it and don't have my GearVR now. Would be nice if it was added lower in the class hierarchy somehow. Should be easy enough to test at least the Generic controller by removing support for GearVR. The controllers would only need to map buttons. Only thing I don't know is if 'hasPosition' changes - my suspicion is that as a Capability that it would never change. Quote Link to comment Share on other sites More sharing options...
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