Closed
Bug 1318586
Opened 8 years ago
Closed 8 years ago
[webvr] Adjust OpenVR controller button mapping
Categories
(Core :: Graphics, defect)
Core
Graphics
Tracking
()
RESOLVED
FIXED
mozilla53
Tracking | Status | |
---|---|---|
firefox53 | --- | fixed |
People
(Reporter: daoshengmu, Assigned: daoshengmu)
Details
Attachments
(1 file)
Our current button mapping follows OpenVR sdk. But, it is not mapped to other WebVR projects, like https://github.com/aframevr/aframe/blob/03139adbc3567b7116fc4f8b92d6aae6794d97a2/src/components/vive-controls.js#L32. Chromium is also do the same thing, https://chromium.googlesource.com/experimental/chromium/src/+/60e635ba381f28aeb880fe737e003af4b47b1aa7/device/vr/openvr/open_vr_gamepad_data_fetcher.cc#115. Our current implementation follows OpenVR's header, https://github.com/ValveSoftware/openvr/blob/5bc41e4b55d11dfc8fb4b958a6600aa7f8cee051/headers/openvr.h#L540. One thing we could enhance is checking SupportedButtons property for different devices' button support. uint64_t supported_buttons = vr_system_->GetUint64TrackedDeviceProperty(deviceId, vr::Prop_SupportedButtons_Uint64);
Comment hidden (mozreview-request) |
Assignee | ||
Updated•8 years ago
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Assignee: nobody → dmu
Assignee | ||
Comment 2•8 years ago
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After discussing with MozVR team, we hope to make the button mapping to be consistency with the current WebVR projects in this short term. https://github.com/aframevr/aframe/blob/03139adbc3567b7116fc4f8b92d6aae6794d97a2/src/components/vive-controls.js#L32. And we will keep discussing with other implementers to finalize the decision about the mapping.
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Assignee | ||
Comment 4•8 years ago
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Because Kip's back, I change the r? to kip. gw280, thanks for your help.
Comment 5•8 years ago
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mozreview-review |
Comment on attachment 8812107 [details] Bug 1318586 - Adjust OpenVR controller button mapping to be consistency; https://reviewboard.mozilla.org/r/93992/#review95374 This looks good to me. r=me with a small comment to warn people that changing the order of the buttons could break web content ::: gfx/vr/gfxVROpenVR.cpp:64 (Diff revision 2) > static pfn_VR_GetGenericInterface vr_GetGenericInterface = nullptr; > > // EButton_System, EButton_DPad_xx, and EButton_A > // can not be triggered in Steam Vive in OpenVR SDK 1.0.3. > const uint64_t gOpenVRButtonMask[] = { > // vr::ButtonMaskFromId(vr::EVRButtonId::k_EButton_System), Perhaps a short comment here stating that changing the order of these buttons may break web content could be useful.
Attachment #8812107 -
Flags: review?(kgilbert) → review+
Comment hidden (mozreview-request) |
Assignee | ||
Updated•8 years ago
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Keywords: checkin-needed
Pushed by cbook@mozilla.com: https://hg.mozilla.org/integration/autoland/rev/809655f44e19 Adjust OpenVR controller button mapping to be consistency; r=kip
Keywords: checkin-needed
Comment 8•8 years ago
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bugherder |
https://hg.mozilla.org/mozilla-central/rev/809655f44e19
Status: NEW → RESOLVED
Closed: 8 years ago
status-firefox53:
--- → fixed
Resolution: --- → FIXED
Target Milestone: --- → mozilla53
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Description
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