[x3d-public] [x3d] Spec Comment by dougsanden on 19775-1: X3D Architecture - V3.0

GPU Group gpugroup at gmail.com
Sun Jun 14 06:27:14 PDT 2020


Forwarding some comments on other channels
Q. should specs > NavigationInfo attempt to abstract input / pointing
device terminology
- so gyros, game controllers/pads, touch screens, 3D pointing devices ?,
HMD / AR gyro/view-center - can all be mapped more generically:

Instead of mouse xy, it would be 'primaryXY channel' or  'primary
2D pointing device'

Q. And could/should named navigation modes/types be specified in terms of
the order and transform element being mapped to:
WALK: yaw and Z are applied to last yaw-z pose, then pitch-roll applied
FREEFLY: yaw,z,pitch,roll are applied in any order
Perhaps something in a table format?

Thanks,
Doug Sanden


On Sat, Jun 13, 2020 at 12:15 PM GPU Group <gpugroup at gmail.com> wrote:

> "have your ray loop forget about ID=2"
> One notable difference between a touch device and a mouse: a mouse has an
> up-drag. A touch doesn't.
> - that makes no difference to MultiTouch/MultiDragSensor, which only works
> with down-drags.
> Where you see the difference: isOver, and navigation modes that assume
> updrag is available - like proposed GAME mode.
> And what you do when a button / touch is 'released':
> - updrag-capabile input devices: you likely just change a button state,
> and keep drawing the cursor at the last location
> - updrag-incapable input devices - you likely release/forget/recycle the
> ID number
> SUMMARY: web3d specs may need more terms to describe input device classes
> and capabilities more abstractly
> - up-drags
> - drag-ID
> - drag-ID recycling
>
>
> On Sat, Jun 13, 2020 at 11:59 AM GPU Group <gpugroup at gmail.com> wrote:
>
>> Drags need an ID ie 1,2,3 and that comes normally in windows 7
>> desktop WM_TOUCH events, or more precisely you can get an index number in a
>> lookup table of touches.
>> A mouse-friendly use of a MultiDragSensor:
>> - your regular pointing device ray might be ID=1
>> - to create a second ray, you can park/freeze ID=1 with some mouse or
>> keyboard button ie MMB - and push a 2nd one with ID=2 onto a stack
>> - then you would move drag ID= 2, until done with scaling and rotation,
>> and unfreeze / pop to get back to dragging ID=1 - maybe same button- and
>> have your ray loop forget about ID=2 after that, until the user repeats the
>> cycle. Or something like that.
>> SUMMARY: yes - it can be abstracted from touch devices, but you still
>> need a per-drag ID.
>> -Doug
>>
>> On Sat, Jun 13, 2020 at 11:18 AM Spec Feedback <spec-comment at web3d.org>
>> wrote:
>>
>>> -- Submitter indicates that this comment may be public: *Yes* --
>>>
>>> Comment on 19775-1: X3D Architecture - V3.0
>>> MultiTouchSensor
>>>
>>>
>>> -----------------
>>> MultiTouchSensor > Touch vs Drag > MutliDragSensor
>>> In theory it should be called something that abstracts it from the
>>> particular
>>> type of input device.
>>> Drag is more input device neutral - there could be other device-neutral
>>> terms.
>>> For example a typical game controller has 2 thumb sticks that could act
>>> like
>>> 2 touches.
>>> A combination of device gyro -in HMD or mobile phone or Wii Controller-
>>> and
>>> freeze-button could shoot one ray, freeze it as one touch, then shoot
>>> another
>>> ray to drag.
>>> Internally, code works with a plane sensor xy origin when a button goes
>>> down/a ray is shot, then a drag xy is compared to the orgin xy to see
>>> how far
>>> in what direction: internally its drag-oriented and doesn't care what
>>> device
>>> shot the rays.
>>> -----------------
>>>
>>> Submitted on Saturday, 2020,  June 13 - 11:18am
>>> by dougsanden (dougsanden )
>>> IP: 75.159.18.239
>>>
>>> See: https://www.web3d.org/node/1694/submission/4039
>>>
>>>
>>> _______________________________________________
>>> x3d mailing list
>>> x3d at web3d.org
>>> http://web3d.org/mailman/listinfo/x3d_web3d.org
>>>
>>
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