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Support oculus touch #164

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machenmusik
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per discussion on #159; works with #163

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should have same as prior functionality with Vive (where first controller is right hand and second controller is left)

@machenmusik machenmusik force-pushed the support-oculus-touch branch 4 times, most recently from ef37b75 to d7714a6 Compare December 22, 2016 17:12
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@fernandojsg happily this appears to work with both latest 0.3.2 you have in master and also #163

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@fernandojsg thanks for merging #163 -- rebuilt this on top, so you should be able to merge directly

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@fernandojsg in thinking about it, the presence of the build.js file might get in the way of merge if you're going to rebuild, let me know if you'd like me to remove that file from the changeset

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I believe it will be better if we add fully oculus touch support: including a modified oculus touch model instead of the vive controller, tooltip position, offset to paint, and do the proper mapping.
What do you think @dmarcos @feiss ?

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touch controllers are readily identifiable with tojiro's chromium but not sure if so w.r.t. openvr in nightly... should we make them work at all in chromium first, and see how much complaint there is out there before customizing? biggest (only?) functional issue is thumbstick recentering making it hard to select brush size

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We could just make vive-controls, oculus-touch-controls dependencies of painter-controls . We would also have to wire the touch buttons to the apainter actions like the undo or the brush size selector

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machenmusik commented Dec 30, 2016

so if we let the model come from vive-controls or oculus-touch-controls as dependencies of paint-controls instead of using tracked-controls, that would seem fine but agree with @fernandojsg that we may still need

tooltip position, offset to paint, and do the proper mapping

IMO,

biggest (only?) functional issue is thumbstick recentering making it hard to select brush size

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feiss commented Dec 30, 2016

Regarding thmbstick: Touchpad gesture for brush size should be relative #180

before #2132 is merged into aframevr/aframe,
by auto-detecting which type of controller is present

don't inject auto-detect-controllers until we know which hand; ignore absent buttonMeshes

updated build file after rebase with aframe master
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Closed by #194

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