ray-input
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Don't cancel mouse/touch events unless the ray has hit something. - also fixes issue with missing rayup if mesh disappears on raydown - also fixes issue with mouse dragging calculated...
Hi, I have a custom made (DIY) 6-DOF device and the device driver is also DIY. In an experimental test-bed I can get access to the 6-DOF inputs from the...
 - no drag controls and camera user height 0. ray-input worked The issue happens on: macOS High Sierra 10.13.3 Chrome Version 60.0.3112.113 (Official Build) (64-bit) (Also tested the demo...
Is RayInput expecting a camera that is a direct child of a `Scene` ? The arm model seems to expect a camera whose local matrix is directly driven by `getFrameData`....
I added a method to send offset if is needed because your canvas has offsetTop or offsetLeft. Is it well done and worth doing a pr for this? > https://github.com/arturitu/ray-input/tree/offset
ParseError: 'import' and 'export' may appear only with 'sourceType: module' line 16 ***/node_modules/ray-input/src/ray-input.js import OrientationArmModel from './orientation-arm-model' ^
When switching between multiple scenes, add/remove can be very costly. Also change the intersect handling to handle nested meshes.
I needed to change some things to make it work with Daydream (a link which work with with Chromium (57.0.2947.0) on my new Pixel device) > [https://unboring.net/tmp/ray-input/](https://unboring.net/tmp/ray-input/) What I needed...
I just tested the example (https://borismus.github.io/ray-input/), on Vive and it doesn't seem to be working correctly. The ray rotates as I rotate the controller, but it's not positioned in space...
Please add 'enable' and 'disable' functionality to RayController's mouse/touch event binding, overlapping DOM elements won't receive these events.