Conversation
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So the idea is that controller input does not use the same call-based propagation as mouse and keyboard with callback functions (OnMouseButtonCallback etc.)? |
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I guess the current Regarding actually using the controller inputs as envisoined, I think it would require to pull the camera controller out of the view into the frontend in some form. Seemed too much work for the gamepad inputs prototype. |
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…pads) into graph modules (e.g. View 3D)
allows to overwrite either data field for view cameras without touching the other
Publishes Gamepads provided by GLFW as frontend resource. This opens up the possibility to control parts of MegaMol via controller (e.g. View3D, Clipping Plane, etc). The new
Exotic Inputs Serviceis supposed to grow up to feed Gamepad Inputs into MegaMol Graph Modules, e.g. for View3D Camera control.Summary of Changes
References and Context
Gamepad controlls are an approach to make manipulation of the Clipping Plane Pose suck less. Also may be cool in general, e.g. on Powerwall or other MegaMol PR stunts/demos.
TODOs
Test Instructions
Start MegaMol and connect your controller. Look at controller state in
GLFW Gamepadswindow.