[x3d-public] [x3d] Spec Comment by dougsanden on 19775-1:X3DArchitecture - V3.0
Don Brutzman
brutzman at nps.edu
Sun Jun 14 10:21:56 PDT 2020
All sounds great Doug. We will focus on user-facing description of 'how to do multitouch with single pointing device' for Annex G, recommended navigation behaviors. Thanks!
On 6/14/2020 9:44 AM, GPU Group wrote:
> Drags - perhaps beside the Pointing Device Sensor notion of a bearing (5 DOF ray) there could be the articulation / notion of a 'bearing drag' - meaning its not necessarily a 2D device space drag, rather more generically its more like in ray / bearing space, or (after ray/bearing istersects sensor geometry) sensor-geometry-space drag.
> defining 'drag' in bearing or sensor space abstracts it somewhat from the messy particulars of specific pointing devices
>
>
> On Sun, Jun 14, 2020 at 10:24 AM GPU Group <gpugroup at gmail.com <mailto:gpugroup at gmail.com>> wrote:
>
> 5. more than one way to generate 2 rays / bearings / 5-DOF (degree of freedom) rays:
> - game controller - most have 2 thumb buttons, and so in theory could be used as 2 separate rays - like a multitouch device (but I haven't tried it)
> - mouse - press an ALT or other modifier button to alternate between rays
> - (Appendix G arrow keys for ray 2, mouse xy, LMB for ray 1)
> - mouse in one hand, WiiMote wand in other hand
> - etc
> SUMMARY: the SENSORS section is already pretty good at abstracting pointing devices to talk about 3D rays/bearings/5DOF pointing. So trying to keep the MULTI part general will help adoption and use going forward.
> -Doug
>
>
>
> On Sun, Jun 14, 2020 at 10:05 AM GPU Group <gpugroup at gmail.com <mailto:gpugroup at gmail.com>> wrote:
>
> 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 <http://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 <mailto: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 <mailto:joedwil at earthlink.net>>
> > *Sent: *Sunday, June 14, 2020 8:31 AM
> > *To: *GPU Group <mailto:gpugroup at gmail.com <mailto:gpugroup at gmail.com>>; X3D Graphics public mailing list <mailto:x3d-public at web3d.org <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 <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 <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> <mailto: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> <mailto: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> <mailto: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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> >
> >
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>
> all the best, Don
> --
> Don Brutzman Naval Postgraduate School, Code USW/Br brutzman at nps.edu <mailto: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
>
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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