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hifi: #21286 $300 - In Edit.js, restore far and near grab working normally to move objects

Right now, Edit.js moves objects when targeted with hand controller in a confusing way by making the controller work like a mouse.

Instead, simply allow the normal far grab and near grab behaviors to act as they normally do (when not in edit mode). This will make it easy to move things with the hand controllers while in edit mode.

Comments & Activity

  • 4 mnths ago

    #21286 created by PhilipRosedale Status set to Bidding.

  • 4 mnths ago

    #21286 updated by PhilipRosedale Changes: Summary changed. Notes changed.

  • 3 mnths, 21 days ago

    A bid was placed on #21286

  • 3 mnths, 18 days ago

    #21286 updated by themelissabrown Changes: Assignee changed.

  • 3 mnths, 18 days ago

    themelissabrown accepted 300.00 from MrRoboman on #21286 Status set to In Progress.

  • 3 mnths, 18 days ago

    themelissabrown accepted 300.00 from MrRoboman on #21286 Status set to In Progress.

  • 3 mnths, 18 days ago

    A bid was deleted from #21286

  • 3 mnths, 18 days ago

    A bid was placed on #21286

  • 3 mnths, 18 days ago

    themelissabrown accepted 300.00 from MrRoboman on #21286 Status set to In Progress.

  • I'm looking at this very moment. Trying to get a handle on where in edit.js the position of an object is being set when using hand controllers.
  • completing https://worklist.net/21288 in C++ and then this task with JS.
  • 1 mnth, 12 days ago

    #21286 updated by themelissabrown Changes: Status set to QA Ready.

  • @PhilipRosedale have you and @MrRoboman had a chance to connect and talk about this?
  • Existing near/far grab capability excludes the ability to grab certain entities like static, nongrabbable entities that the user would want to move during editing. This approach was used to get around this scenario. I'm reevaluating to see how to better hit the original specs. I'm open to suggestions.

    Additionally, there are other gotchas to using normal grab capabilities out of the box. Releasing a dynamic object without gravity from a near grab often causes it to drift unless the user holds their hand perfectly still. This is not an optimal editing experience. Do you want these sorts of considerations implemented? Or we can just allowing far/near grabbing as is while in edit mode.
  • @PhilipRosedale @MrRoboman Can you coordinate a time to discuss this so we can get it wrapped up?
  • @MrRoboman Those are great points I hadn't thought of. But the problem is that I definitely don't want to have two different code paths for what grabbing does when editing is on/off. I think of the editing as an extra 'overlay' atop normal interaction.... basically adding the ability to see/grab the various handles, and to persistently 'select' an object for the purpose of editing it's properties.

    So what I'd like to try is just making the normal near and far grab work as they normally do, while editing. If things drift or cannot be far grabbed because they are not moveable, that's fine and preferable to having the motion dynamics be different and having two different code paths.
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