Skip to content

Conversation

@zach-capalbo
Copy link
Contributor

@zach-capalbo zach-capalbo commented Apr 11, 2021

Description:

Adds the Reverb G2 controller as a supported controller

From #4823 (comment)

  • Copy magicleap-controls and rename to hp-mixed-reality-controls
  • Replace controller id with hp-mixed-reality as indicated in webxr profile
  • Point URL to appropriate model. Take models from the repo and submit to the A-Frame assets repo. Model scale adjustment might be necessary. I think we need to account for handennes. See oculus touch support for an example
  • Map buttons and axes according to the profile

Additional Changes Needed:

  • Add to necessary tracked control locations to be auto-configured (laser controls, etc)
  • Adjust copy-pasted code for handedness
  • Adjust model offset and rotation to match physical orientation

@dmarcos
Copy link
Member

dmarcos commented Apr 12, 2021

Thanks so much. This is the correct approach! Well done. I left a comment in the PR of the models.

/**
* Rotate the trigger button based on how hard the trigger is pressed.
*/
onButtonChanged: function (evt) {
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Note. animate trigger and buttons on press if possible. If model is prepared for it.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Would you be willing to accept the hp-mixed-reality-controls without button animations initially, and then add button animations at a later time? That way Reverb G2 users will at least have a usable experience, rather than being stuck unable to use most a-frame apps.

@dmarcos
Copy link
Member

dmarcos commented Apr 22, 2021

Thanks for sticking with this. Much appreciated. Have you checked if virtual and real controllers align? When integrating new controllers I test alignment by wearing headset and peeking inside / outside quickly to make sure the virtual and real controllers align?

@zach-capalbo
Copy link
Contributor Author

Thanks for sticking with this. Much appreciated. Have you checked if virtual and real controllers align? When integrating new controllers I test alignment by wearing headset and peeking inside / outside quickly to make sure the virtual and real controllers align?

Yes, the latest commit adds a position and rotation offset which aligns the model to both the WMR controller display and to the physical controller (at least within the margin of error allowed by the G2 tracking)

@zach-capalbo zach-capalbo changed the title Add Reverb G2 Support [WIP] Add Reverb G2 Support Apr 25, 2021
@dmarcos
Copy link
Member

dmarcos commented Apr 26, 2021

Thank you!

@dmarcos dmarcos merged commit 9d0a603 into aframevr:master Apr 26, 2021
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants