OpenXR/OpenVR (virtual reality support), new Python workbench WiP

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chrimu
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Re: OpenXR/OpenVR (virtual reality support)

Post by chrimu »

Wow!!

I shall be without VR for a week as of next WE, and can indeed only test thereafter.

Cheers, C.
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kwahoo
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Re: OpenXR/OpenVR (virtual reality support), arch-friendly update

Post by kwahoo »

Updated the first post.

Package is here https://github.com/kwahoo2/FreeCAD/rele ... 0.20_preXR

If speed adjustment using menu is not precise enough, there are keys in the user.cfg file:

Code: Select all

        <FCParamGroup Name="XRViewer">
          <FCFloat Name="MovementSpeed" Value="0.318694591522"/>
          <FCFloat Name="RotationSpeed" Value="0.144348740578"/>
          <FCInt Name="ControlScheme" Value="0"/></FCParamGroup>
      </FCParamGroup>
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A Machine For Bees
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Re: OpenXR/OpenVR (virtual reality support), arch-friendly update

Post by A Machine For Bees »

All I can say is wow. This is so cool.

Just tested it with a Quest 2 on windows 10. No problems whatsoever.

Navigation is a bit tricky but other than that the experience was pretty seamless.

Great work!
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kwahoo
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Re: OpenXR/OpenVR (virtual reality support), arch-friendly update

Post by kwahoo »

Thanks!

I am open for new navigation ideas.

Btw. I just added the LinkDaily branch, and Windows binaries compiled from it. This branch is a fork of realthunder's one and has the new experimental renderer included.
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Kunda1
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Re: OpenXR/OpenVR (virtual reality support), arch-friendly update

Post by Kunda1 »

+1
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chrimu
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Re: OpenXR/OpenVR (virtual reality support), arch-friendly update

Post by chrimu »

Many thanks @kwahoo !

I tested it, and it worked quite well in all respects!
First I got a few crashes, flickers and controllers lying on the floor, bit this went better as I re-initialised my gear and retried. Casa Artiga seems to have a dimensional problem (mm's in size)...

On the facade detail and Barcelona Pavillion the left menu worked well, as did the teleportation.
Unfortunately I'm still stuck on the trackpad controllers instead the joysticks, which I don't know how to change. This makes the motion ergonomics very difficult (thumb cramps). Would there by a way to adjust this?

Finally, if -without a hell of a work- the controllers could take a nicer or more realistic aspect than the current bricks (mustn't necessarily look like the real thing), that would visually enhance the whole result, and uplift the experience.

Many, many thanks for your work!

Chrimu
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kwahoo
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Re: OpenXR/OpenVR (virtual reality support), arch-friendly update

Post by kwahoo »

chrimu wrote: Thu Sep 02, 2021 9:05 am Unfortunately I'm still stuck on the trackpad controllers instead the joysticks, which I don't know how to change.
My mistake! I deleted wrong piece of code, I'll upload fixed file today.

Edit, please test https://github.com/kwahoo2/FreeCAD/rele ... -hotfix.7z
chrimu
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Re: OpenXR/OpenVR (virtual reality support), arch-friendly update

Post by chrimu »

Looking/working better, Thanks a lot!

The model is however now constantly moving towards -and sinking below- the viewer on its own.
Left joystick up/down is inverted.
Demo-models now load with need to re-compute (facade detail) with errors or are really disformed (Barcelona Pavillion); Didn't do that in the last version.

Kind regards,
Chrimu
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kwahoo
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Re: OpenXR/OpenVR (virtual reality support), arch-friendly update

Post by kwahoo »

chrimu wrote: Sun Sep 05, 2021 9:34 pm Demo-models now load with need to re-compute (facade detail) with errors or are really disformed (Barcelona Pavillion); Didn't do that in the last version.
Because I linked a release based on the LinkStage3 branch. The one based on the master branch https://github.com/kwahoo2/FreeCAD/rele ... 0822-XR.7z should not need recompute. From the other hand LinkStage3 renderer is much faster.
chrimu wrote: Sun Sep 05, 2021 9:34 pm Left joystick up/down is inverted.
Should "up" be stick leaned forward or backward?
chrimu wrote: Sun Sep 05, 2021 9:34 pm The model is however now constantly moving towards -and sinking below- the viewer on its own.
Hmm... Could it be a stick drift issue? I can implement dead zones to eliminate this.
chrimu
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Joined: Tue Aug 03, 2021 6:27 pm
Location: Beersel (Belgium)

Re: OpenXR/OpenVR (virtual reality support), arch-friendly update

Post by chrimu »

You were right with the stick drift, and I managed to fix it.
Also the stick-sense inversion was a perception error on my part.
Please forget those two comments

I'll give the master branch version a try and report back.

Many thanks,
Chrimu
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