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Fixing Oculus hands rendering broken by recent WebXR Hands API change #21712

Merged
merged 8 commits into from
May 6, 2021
Merged

Fixing Oculus hands rendering broken by recent WebXR Hands API change #21712

merged 8 commits into from
May 6, 2021

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felixtrz
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@felixtrz felixtrz commented Apr 23, 2021

Fixing oculus hands broken by recent WebXR Hands API change by Oculus Browser.
Disabling low poly option in handinput - profile example until a up-to-date low poly model is available

Fixed #21666.

@felixtrz felixtrz changed the title Unbreakhands Fixing Oculus hands rendering broken by recent WebXR Hands API change Apr 23, 2021
@Mugen87
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Mugen87 commented Apr 24, 2021

I guess that would fix #21666, right?

@mrdoob
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mrdoob commented Apr 24, 2021

Nice! Would it be possible to make glb files instead of fbx though?

@felixtrz
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I guess that would fix #21666, right?

Yes it will

@Mugen87 Mugen87 added this to the r129 milestone Apr 26, 2021
@felixtrz
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Nice! Would it be possible to make glb files instead of fbx though?

We do have glb files, I kept the fbx because the hand model files in the repo were all fbx. Let me change that, it'll be a quick fix

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Mugen87 commented Apr 26, 2021

Do you mind creating the screenshots for the new examples (so the E2E test work)? You can use these commands:

npm run make-screenshot webxr_vr_handinput_pointerclick
npm run make-screenshot webxr_vr_handinput_pointerdrag
npm run make-screenshot webxr_vr_handinput_pressbutton

Mugen87
Mugen87 previously approved these changes Apr 26, 2021
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Mugen87 commented May 4, 2021

Tested the new examples on a Quest 2 today. Really awesome!

@Mugen87 Mugen87 dismissed their stale review May 4, 2021 13:15

More feedback required.

@felixtrz
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felixtrz commented May 6, 2021

  1. Updated existing and new samples to fetch models from webxr input profile cdn
  2. Removed old fbx and glb models
  3. Removed redundant implementation of XRHandMeshModel

@mrdoob mrdoob merged commit 29dd217 into mrdoob:dev May 6, 2021
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mrdoob commented May 6, 2021

Thanks!

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mrdoob commented May 6, 2021

Bug fix: a92265f

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mrdoob commented May 6, 2021

Minor: 9bbd837

@Mugen87 Mugen87 mentioned this pull request May 6, 2021
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mrdoob commented May 6, 2021

Bug fix: 2c9b143

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mrdoob commented May 6, 2021

Seems like the code had not been tested.
I've fixed it and made sure it works on the Quest: 571347f

Comment on lines -80 to +95
handModel.motionController = new XRHandOculusMeshModel( handModel, controller, this.path, xrInputSource.handedness, options );
fetchProfile(xrInputSource, DEFAULT_PROFILES_PATH, DEFAULT_PROFILE).then(({ profile, assetPath }) => {

handModel.motionController = new XRHandMeshModel( handModel, controller, assetPath);

}).catch((err) => {

console.warn(err);

});
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@fe1ixz I reverted this code. Why do we need to call fetchProfile? 🤔

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stewdio commented May 7, 2021

(You all are amazing! I am so excited to finally update this old sign language demo from last summer once these joint orientation fixes are out!)

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stewdio commented May 24, 2021

Slight tangent: I saw the Text2D file now included in the WebXR folder. Would something like SurfaceText be of interest? If so, I could clean it up and submit. https://github.com/stewdio/handy.js/blob/master/vendor/Moar/scripts/SurfaceText.js I even have a version kicking around somewhere that handles line wraps.

@Mugen87 Mugen87 mentioned this pull request Dec 30, 2021
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VR - Oculus Quest 2 hand-bone orientation changes
4 participants