[x3d-public] [x3d] Spec Comment by dougsanden on 19775-1:X3DArchitecture - V3.0

GPU Group gpugroup at gmail.com
Sun Jun 14 09:05:37 PDT 2020


1. I think the mouse + MultitouchSensor idea was submitted as a SPEC
COMMENT or I hereby declare it so.
So its no longer my method'- I'll call it the web3d.org mouse +
MultiTouchSensor method.
2. I haven't implemented it, but something similar in a more general
multitouch emulator that uses a mouse
3. it wouldn't need to be a mouse - any 2D+viewpoint or 3D raycasting /
pointing device / bearing device can do this
- HMD head mounted display with gyro and viewport center pointer
- game console/controller  thumbstick
- touch device with only one touch allowed
- etc
4. how:
a) shoot first ray/bearing as an anchor / pin / pivot point and freeze it
(the ray) as the first point/drag of the multitouch sensor
b) shoot a 2nd ray/bearing and downdrag/downdrag/drag it as the 2nd point
of the multi-touch
c) after dragging to scale and rotate, release the 2nd downdrag leaving the
first
d) unfreeze the first ray/drag
d) drag the first if desired to adjust translation
e) release the first drag
f) repeat / iterate as needed

down-drag - primary pointing device (2D+viewpoint or 3D) with primary
trigger on / pressed / activated and motion (vs clicking)
shoot - point pointing device, and active trigger

-Doug Sanden

On Sun, Jun 14, 2020 at 9:45 AM Don Brutzman <brutzman at nps.edu> wrote:

> Thanks for pointing at that Joe, very important and often overlooked.
> Agreed that it describes how our device-neutral definitions actually work,
> and that it could be very helpful to extend.
>
> Doug, can you describe how your "MultiTouch using a Mouse" works?
>
> Given that, Dick and I can accept/adapt/rephrase the wording for Annex G
> to define suggested practices for "MultiTouch using a Single Pointing
> Device".
>
> On 6/14/2020 8:36 AM, Joseph D Williams wrote:
> > For example:
> >
> > *WALK:      forward/backward/left/right*
> >
> > *FLY:       forward/backward/left/right*
> >
> > *EXAMINE:   orbit up/down/left/right around center of rotation*
> >
> > *           with camera pointed at center of rotation*
> >
> > **
> >
> > Sent from Mail <https://go.microsoft.com/fwlink/?LinkId=550986> for
> Windows 10
> >
> > *From: *Joseph D Williams <mailto:joedwil at earthlink.net>
> > *Sent: *Sunday, June 14, 2020 8:31 AM
> > *To: *GPU Group <mailto:gpugroup at gmail.com>; X3D Graphics public
> mailing list <mailto:x3d-public at web3d.org>
> > *Subject: *Re: [x3d-public] [x3d] Spec Comment by dougsanden on
> 19775-1:X3DArchitecture - V3.0
> >
> >   * Q. And could/should named navigation modes/types be
> >
> > How about some more work on:
> >
> > Extensible 3D (X3D) Part 1: Architecture and base components
> >
> > Annex G Recommended navigation behaviours
> >
> > (informative)
> >
> >
> https://www.web3d.org/documents/specifications/19775-1/V3.3/Part01/behaviours.html
> >
> > Several reasons the annex was informative at that time, or even
> attempted.
> >
> > Maybe more Is understood now, and this offers some guidance from some
> point in time.
> >
> > Thanks,
> >
> > Joe
> >
> > *From: *GPU Group <mailto:gpugroup at gmail.com>
> > *Sent: *Sunday, June 14, 2020 6:28 AM
> > *To: *X3D Graphics public mailing list <mailto:x3d-public at web3d.org>
> > *Subject: *Re: [x3d-public] [x3d] Spec Comment by dougsanden on 19775-1:
> X3DArchitecture - V3.0
> >
> > 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 <mailto:
> 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
> <mailto: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 <mailto: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
> >
> >
> > _______________________________________________
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> > http://web3d.org/mailman/listinfo/x3d_web3d.org
> >
> >
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> > x3d-public at web3d.org
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> >
>
> all the best, Don
> --
> Don Brutzman  Naval Postgraduate School, Code USW/Br
> brutzman at nps.edu
> Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA   +1.831.656.2149
> X3D graphics, virtual worlds, navy robotics
> http://faculty.nps.edu/brutzman
>
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