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Add the ability to specify an alternative Object3D to the camera to apply the pose coming from a VRDevice #12651

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merged 1 commit into from
Nov 17, 2017

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dmarcos
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@dmarcos dmarcos commented Nov 14, 2017

@@ -85,6 +85,14 @@ function WebVRManager( renderer ) {

};

this.headObject = null;

this.setHeadObject = function ( object ) {
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@mrdoob mrdoob Nov 15, 2017

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this.setPoseTarget = function ( object ) {?

@@ -85,6 +85,14 @@ function WebVRManager( renderer ) {

};

this.headObject = null;
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Wouldn't make this one public...

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dmarcos commented Nov 15, 2017

Ready 👍

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mrdoob commented Nov 15, 2017

Should we also update the camera.updateMatrixWorld(); line?

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dmarcos commented Nov 15, 2017

Probably. Should the camera be always updated as well?

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dmarcos commented Nov 15, 2017

I'm calling now to poseObject.updateMatrixWorld I believe we still need to call both. In A-Frame the camera is a child of the poseObject.

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dmarcos commented Nov 15, 2017

I know just call poseObject.updateMatrixWorld() that should also update the camera matrixWorld when it is a child of the poseObject

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mrdoob commented Nov 17, 2017

How do you guys handle standing?

https://github.com/mrdoob/three.js/blob/dev/src/renderers/webvr/WebVRManager.js#L119-L129

Should I get rid of that code? In the webvr examples I opted for adding a user Group.

3cb51d8#diff-bfebe34154a0dfd9fc7b447fc9ed74e9

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dmarcos commented Nov 17, 2017

@mrdoob We have a 1.6 default height on 3DOF headsets to always simulate standing and we just apply whatever position comes from 6DOF headsets. We don't use that code so we're ok with getting rid of it.

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mrdoob commented Nov 17, 2017

Oks!

@mrdoob mrdoob merged commit 1ec24e5 into mrdoob:dev Nov 17, 2017
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mrdoob commented Nov 17, 2017

Thanks!

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2 participants