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Before passing memoryList into the ScenePlayback, we should have finished the computation of camera position.
After the scene started, we only only to consider the redraw part, see details below
In Redraw(which should be used for scale change and zoom in and out), after it is sorted, we will start the ScenePlaybackByTimeLayered or ScenePlaybackByStrokeDistance
I really like this idea. Is there any merit in using the headset position in your heuristic as well? You're capturing that in your branch - I wonder if that might be an interesting hint for camera position.
Yes, currently we are working on an algorithm that will compute several camera view points which are based on headset position, stroke position and controller position in a certain period of time.
It will help user to keep tracking the latest playback object as well as some context at that time.
Working based branch:
https://github.com/Daniel-Fan/open-brush/tree/add-strokeIndicator
ReadMemory
Workflow for playback
ScenePlaybackByTimeLayered
orScenePlaybackByStrokeDistance
Data Structure of Stroke
m_ControlPoints
which stores the specific position and orientation of each point in this list. https://github.com/Daniel-Fan/open-brush/blob/add-strokeIndicator/Assets/Scripts/StrokeData.cs#L31The text was updated successfully, but these errors were encountered: