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Refactor WebXr with support of vr controllers #2500
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AnthonyGlt
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…pending to altitude
+ better documentation
@Desplandis |
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Description
Refactoring of the VR. Following the work done previously and here.
Handling the controllers correctly. To do so, I've created
vrHeadSet
which is containing a clone of the camera (_camXR
). ThevrHeadSet
will be used to translate the webxr scene around the globe. This is to bypass this bug which cause imprecision.Then at each animation, I use the
_camXR
to update the position of our cam.I can't directly use our default cam, because the camera needs a parent and it's position will also be affected by the position of the VR scene, which is usually set using this way:
I also had to create callbacks in src/Layer/OGC3DTilesLayer.js to update the 3dtiles while being in VR.
Related issue
To activate the VR, we have to pass the
webXR
argument in the view option. To activate the controllers, we have to pass the argumentcontrollers
to true as follows:Motivation and Context
Update the VR and get a better controllers support
Screenshots (if appropriate)
Screencast.from.13-02-2025.14.25.53.webm
##TODO