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Support for Oculus touch controllers #1295

Open PhilipKlaus opened 4 years ago

PhilipKlaus commented 4 years ago

Describe the feature you would like When using CloudCompare Stereo together with the Oculus Rift I want to be able to use the included Oculus touch controllers for rotating, moving and scaling the displayed 3D object.

Describe alternatives you've considered The alternative would be to use a (3D) mouse as suggested by you in the forum. Another alternative would be to display the mouse cursor during an Oculus session.

Is your feature request related to a problem? Please describe. When using the Oculus Rift I am not able to get the Oculus touch controller working (CloudCompare Stereo v.2.10.2). The Oculus touch controller is neighter detected as 3D mouse nor as Gamepad. As I found in the CloudCompare forum there is currently no support for the touch controllers implemented in CC right now. Furthermore if I use the Oculus Rift there is no mouse cursor visible which makes the controlling nearly impossible.

dgirardeau commented 4 years ago

Is CC actually working with the standard Oculus Rift headset?! I was only able to test this feature with my old DK2 headset, and I never updated the SDK since they discontinued the support for this prototype version...

And sadly, it would be hard for us to add the support for the controllers without the physical thing. We need a developer with the right material ;)

PhilipKlaus commented 4 years ago

Hi, yes CC works with the actual Oculus Rift S headset we have at our institute! I could try to implement the Oculus touch support ;)

tpwrules commented 4 years ago

This would be great to have!

PhilipKlaus commented 4 years ago

I am almost done with the implementation of the Oculus Touch Controller support!

But now I noticed a strange behaviour: whenever I enter the Stereo mode, the object-centered mode is not working anymore even when enabled in the menu. The rotations are always performed like in viewer-based perspective.

I tested this with a standard gamepad and mouse too and noticed the same behaviour.

CloudCompareStereo Versions used:

PhilipKlaus commented 4 years ago

Here is a screen cast of the problem, captured with CloudCompareStereo 2.11.3 and the Oculus Rift S: 2020-09-17_13h28_58

dgirardeau commented 4 years ago

Hi Philip.

Have you tried with the master branch? (the 2.11 version is now the 'old' version, and we have move to the 2.12, on the 'master' branch). The 2.12 version has a new (unified) way of managing the OpenGL camera in perspective and orthographic modes. I also tried to minimize the differences between normal and stereo mode.

And in case you need to investigate a little more, the rotation point is called 'pivotPoint' in ccGLWindow. This shouldn't change when you enter stereo mode (now).

PhilipKlaus commented 4 years ago

Hi Daniel,

ah okay thank you for this information :)! I'll give a try and will inform you if it works!

dvelluppillai commented 3 years ago

How are you going on this, PhilipKlaus? Looking forward to seeing your implementation!

PhilipKlaus commented 3 years ago

@dvelluppillai Due to corona I've currently no access to the Oculus hardware. But I hope that I can continue working on the issue over the summer month