VR: Controller Based Picking #77128
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Reference: blender/blender#77128
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VR: Controller Based Picking
Picking in this context means, finding which item (object, bone, vertex, etc) is being pointed at by the controller.
How to implement picking? OpenGL selection or ray casting?
(To perform OpenGL picking we would draw a controller's perspective to an offscreen buffer select based on that result.)
Few things to consider:
GL_SELECT
.How is picking executed?
What happens when pushing the trigger to select, or even select and tweak an object?
Some options:
invoke_3d()
callback for operators. It can wrap the existing logic, but directly hand it the 3D direction vector to use, rather than projecting the cursor from 2D to 3D space first.bpy.types.XrSessionState.pick()
in Python. The result can be cached for multiple calls per frame.Added subscriber: @JulianEisel
Added subscriber: @PeterK-4
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @JacobMerrill-1
Added subscriber: @nfauvet
Added subscriber: @RedMser
Added subscriber: @satishgoda1
Added subscriber: @kenthinson
Does anyone currently own this task? Or is currently working on it? My first intuition is to use the mentioned selection code already built into Blender in case it's doing any magic. Unless something prevents doing so. I would be interested in looking into it if this is not currently being owned by someone.
Added subscriber: @muxed-reality
@kenthinson Currently no one owns this task so you are free to look into it.
I submitted a patch a while ago (D13153: XR: Mouse Position Simulation) to add viewplane projection-based selection but haven't had time to update it.
You might find it helpful as a reference though, and feel free to take over the patch if you want.