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@StephenHodgson StephenHodgson commented Oct 28, 2018

Overview

  • Fixed issues with Mouse in OpenVR
  • Cleaned up a few input related classes with simpler logic.
  • Added configurable mouse pointer properties
    image
    • Hide mouse cursor on start.
    • Hide mouse after a few seconds if no input is detected from it.
    • Show mouse if any button is pressed / or above a set threshold.
      • When mouse is shown it's position is at gaze position
      • Mouse click to un-hide doesn't raise pointer click.

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@StephenHodgson StephenHodgson mentioned this pull request Oct 29, 2018
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@SimonDarksideJ
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Can we have a demo scene showing mouse input over controllers? if it's not too much trouble.

@StephenHodgson
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You could use it any any scene, just like any other controller. We don't have demo scenes for any of our other controllers, should we also add that as well in a subsequent PR?

SimonDarksideJ
SimonDarksideJ previously approved these changes Oct 29, 2018
@SimonDarksideJ SimonDarksideJ changed the base branch from mrtk_development to mrtk_2018beta_stabilization October 29, 2018 19:26
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Can we get a demo scene that shows using the mouse pointer script?

@david-c-kline
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That pointer settings script has some great looking features that would be nice to demo.

@StephenHodgson
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Every scene is a demo scene. We don't have demo scenes for the controllers.

@StephenHodgson
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Should we also add demo scenes for motion controllers as well?

@david-c-kline
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Every scene is a demo scene. We don't have demo scenes for the controllers.

We also don't have the threshold settings that make this a very compelling feature

@david-c-kline
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Should we also add demo scenes for motion controllers as well?

Maybe, but this mouse script has some great customer focused settings that would be really nice to enable easy experimentation.

@StephenHodgson
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Now that I think about it, I need to do more work to this PR by supporting an "always on" setting, in case someone wants that.

@david-c-kline
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Question: Is the intent to have the vertical axes inverted? I was initially puzzled as to why pulling back on the mouse moved the cursor up in the world.

@StephenHodgson
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Question: Is the intent to have the vertical axes inverted? I was initially puzzled as to why pulling back on the mouse moved the cursor up in the world.

Should also probably be customizable as well. I'll add that as well

@david-c-kline
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I'll wait for your update and then test again.

@StephenHodgson
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Likely we want to be able to let users invert the mouse at the Controller mapping profile. Gotta think about this one a tick.

@StephenHodgson StephenHodgson dismissed SimonDarksideJ’s stale review October 29, 2018 21:22

need to address feedback.

@david-c-kline
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Likely we want to be able to let users invert the mouse at the Controller mapping profile. Gotta think about this one a tick.

Should the default be forward == up? It feels like it.

@StephenHodgson
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Should the default be forward == up? It feels like it.

Probably. Sounds correct to me.

@StephenHodgson
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I was initially puzzled as to why pulling back on the mouse moved the cursor up in the world.

When pushing the mouse up on the pad, the mouse should rise in front of your view as well. (Just like what you'd expect to see on screen).

The axis inversion might need to be a separate PR as it needs to be changed in the Controller Mapping Profile

…enabled.

Made sure that disabling the "Hide Cursor when active" flag didn't hide it after timer winddown
Consolidated some duplicated code.
Updated inspector.
…utFixes

# Conflicts:
#	Assets/MixedRealityToolkit-SDK/Profiles/DefaultMixedRealityRegisteredServiceProvidersProfile.asset
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Looks good to me. @davidkline-ms can you also test and approve?

@david-c-kline
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Looks good to me. @davidkline-ms can you also test and approve?

Will do.

@david-c-kline
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I am getting some odd feeling behaviors, though that might be my inexperience with the feature. The concerns I had with the previous version of this PR have been addressed.

@david-c-kline david-c-kline merged commit a20158f into microsoft:mrtk_2018beta_stabilization Oct 30, 2018
@StephenHodgson StephenHodgson deleted the vNEXT-OpenVR-MouseInputFixes branch October 30, 2018 19:45
@Alexees
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Alexees commented Feb 8, 2019

@StephenHodgson Just wanted to use an eventdata's Pointer.TryGetPointerPosition for the mousecursor, but it seems it's returned to something's localspace as it's definitely not world space. Is it the camera I have to transform it from?

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4 participants