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todo.md

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display

  • canvas size (display.getEyeParameters('left').renderWidth)
  • render webGL to both eyes
  • render 2 camera matricies
  • use frameData proj/view mats
  • proper vr animation frame updating
  • controller input transforms
  • sync matcap shader

adaptation

  • controller ray instead of mouse ray for cursor

    • call SculptGL.onDeviceMove every frame (from WEBVR.update)
    • SculptBase.preUpdate calls Picking fns with controller ray
    • Route controller trigger to onDeviceDown
  • show ray visual

  • ray distance to brush size

  • use trigger sensitivity

  • prevent out of control tool updates (large radius, wonky geom, updating every frame)

  • grip buttons

    • translate model
    • relative rotation
    • double scales model
  • delta rotation

    • can't seem to reconstruct model matrix when using M.getRotation() oh ffs toji/gl-matrix#245
    • need to take relative controller position into account
  • move tool

    • rewrite from [x,y] mouse delta to pad position delta
      • store stroke initial position, Move dir is delta from start?
      • symmetry

ui

  • transform/mesh scenegraph node
  • mesh load pipeline with ui shaders
  • left hand panels

general

  • detect vr and if not supported show message (or adapt WEBVR.js)

bugs

  • scaled meshes mess thing up

  • can undo when no more history

  • 2 grip scaling initial value needs to reset when one is unpressed

  • WEBVR.ControllerDistance needs to get distance to picking intersect

  • [/] remesh / save needs to normalize mesh

    • preserve transform?
    • normalize multiple meshes for save