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Create unified Spatial Mapping Components #4
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jim-wordelman-msft
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Mar 29, 2016
This adds two components: SpatialMappingCollider and SpatialMappingRenderer. These components provide intelligent defaults and follow best practices for handling Spatial Mapping. Additionally, these components are customizable and implement heuristics that better support tracking loss or moving far away from an observed region. Additionally - Move Wireframe and Occlusion shaders and materials to Resources/HoloToolkit for default loading in the components - Add section to README.md describing these components and update existing SpatialMapping section to suggest using the components by default. This fixes #4
NeerajW
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Sep 26, 2016
Merge pull request #237 from HodgsonSDAS/MSFT_Holotoolkit-master
StephenHodgson
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Jan 7, 2017
remove needless PlayEvent(key) & StopEvent(key) on awake
chrisfromwork
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Mar 28, 2019
MRTK example scene and MRTK configuration related fixes
ryantrem
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Apr 22, 2019
…setRetargettingTest Features/anborod/asset retargetting test
wiwei
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Jul 22, 2019
…ractions. Prior to this fix, when using gestures (GGV) style interactions, you would run into this bug: 1) Press space bar to engage the hand simulation. 2) Hold down left mouse to engage pinch. 3) Hold down the right mouse to rotate the camera. 4) Lift the left mouse to disengage pinch. Step #4 wouldn't work (it would stay engaged in the pinch until you lifted the right mouse button) because the existing code would see that the right mouse button was down, and even though it was not configured to do anything (i.e. a configuration of "none" means "don't affect the state of the gesture simulation"). However because the function returned "none", this told the rest of the code to keep doing what it was doing before (which was, simulating the pinch gesture associated with the left mouse click.) You have to return the default (or open) pose explicitly to get the hand to open, and by making the code change to actually honor the lack of configuration, this all works out.
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We should have components to handle rendering and creating colliders for spatial mapping.
These components should be usable by default but customizable to what most people need. Additionally, we should have heuristics to handle Tracking Lost and moving far away from a placed observer intelligently instead of just removing the meshes.
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