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Create unified Spatial Mapping Components #4

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jim-wordelman-msft opened this issue Mar 29, 2016 · 0 comments
Closed

Create unified Spatial Mapping Components #4

jim-wordelman-msft opened this issue Mar 29, 2016 · 0 comments

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@jim-wordelman-msft
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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.

jim-wordelman-msft added a commit that referenced this issue 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 NeerajW closed this as completed in #5 Apr 6, 2016
NeerajW pushed a commit that referenced this issue Sep 26, 2016
Merge pull request #237 from HodgsonSDAS/MSFT_Holotoolkit-master
StephenHodgson pushed a commit that referenced this issue Jan 7, 2017
remove needless PlayEvent(key) & StopEvent(key) on awake
StephenHodgson pushed a commit that referenced this issue Jul 24, 2017
keveleigh referenced this issue in keveleigh/HoloToolkit-Unity Aug 11, 2017
keveleigh pushed a commit that referenced this issue Jul 10, 2018
Ecnassianer added a commit that referenced this issue Oct 4, 2018
thalbern added a commit that referenced this issue Mar 25, 2019
chrisfromwork added a commit that referenced this issue Mar 28, 2019
MRTK example scene and MRTK configuration related fixes
ryantrem pushed a commit to ryantrem/MixedRealityToolkit-Unity that referenced this issue Apr 22, 2019
…setRetargettingTest

Features/anborod/asset retargetting test
julenka pushed a commit that referenced this issue May 13, 2019
keveleigh pushed a commit that referenced this issue Jun 6, 2019
wiwei added a commit that referenced this issue 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.
keveleigh pushed a commit that referenced this issue Dec 19, 2019
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