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[Vision Glass] Beam extends all the way to the pointer #1393

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merged 1 commit into from May 23, 2024

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felipeerias
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It is easy to get lost while using the Vision Glass because the controllers are not drawn in the 3D world and the narrow field of view means that the beam is not always visible to the user.

This change extends the beam so it reaches all the way to the pointer, making the UI easier and more understandable.

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@svillar svillar left a comment

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So I have some doubts about this patch mainly for two reasons:

  • then the beam is not visible it does not really matter that we extend it to the pointer because it isn't visible either. I'd suggest adding some kind of visual indicator instead.
  • making the beam "touch" the pointer gives a weird feeling because the pointer position is stabilized but the beam does not, so the feeling is weird

@felipeerias
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@svillar I've added a small gap between the beam and the pointer so it looks a bit better.

Another small concern is that our beam is actually a very narrow pyramid so when we make it taller the tip becomes fuzzy (too thin for the pixels on the screen).

It is easy to get lost while using the Vision Glass because the
controllers are not drawn in the 3D world and the narrow
field of view means that the beam is not always visible to the user.

This change extends the beam so it reaches all the way to
the pointer, making the UI more understandable.
@felipeerias
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This change requires the method void SetHitDistance(const float) which was introduced in #1384

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@svillar svillar left a comment

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I don't see the gap. What about using distance * 0.7 for example ?

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I still think the actual problem is a missalignment of pointer and beam but let's go for this if it improves the situation

@svillar svillar merged commit 6d468eb into main May 23, 2024
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@svillar svillar deleted the felipeerias/vg-long-beam branch May 23, 2024 09:34
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2 participants