nDisplayを使用したタッチによるカメラ操作について
タッチモニタをLRに並べて配置し、パッケージ化したコンテンツ内のカメラをタッチで回転(yaw)させたいのですが、
LとRがそれぞれ独立して動いてしまい困っております。
狙ってる挙動はLRが1枚のディスプレイのように1つのカメラからグリグリ動いているようにしたいのです。
この場合、nDisplayの設定ファイル(下記)を調整するのでしょうか。またはブループリント側なのでしょうか。
何卒、お助けいただければと...
該当のソースコード
# nDisplay demo config file [info] version="23" # Cluster nodes [cluster_node] id="node_left" addr="127.0.0.1" window="wnd_left" master="true" sound="true" [cluster_node] id="node_right" addr="127.0.0.1" window="wnd_right" sound="true" # Application windows [window] id="wnd_left" viewports="vp_left" fullscreen="false" winx="0" winy="0" resx="1920" resy="1080" [window] id="wnd_right" viewports="vp_right" fullscreen="false" winx="1920" winy="0" resx="1920" resy="1080" # Viewports [viewport] id="vp_left" x="0" y="0" width="1920" height="1080" projection="proj_simple_left" [viewport] id="vp_right" x="0" y="0" width="1920" height="1080" projection="proj_simple_right" # Projection policies [projection] id="proj_simple_left" type="simple" screen="scr_left" [projection] id="proj_simple_right" type="simple" screen="scr_right" # Projection screens [screen] id="scr_left" loc="X=2,Y=-1,Z=0" rot="P=0,Y=0,R=0" size="X=2,Y=1.5" parent="eye_level" [screen] id="scr_right" loc="X=2,Y=1,Z=0" rot="P=0,Y=0,R=0" size="X=2,Y=1.5" parent="eye_level" # Cameras [camera] id="camera_static" loc="X=0,Y=0,Z=0" parent="eye_level" eye_swap="false" eye_dist="0.064" force_offset="0" # Scene nodes (hierarchy transforms) [scene_node] id="cave_origin" loc="X=0,Y=0,Z=0" rot="P=0,Y=0,R=0" [scene_node] id="eye_level" loc="X=0,Y=0,Z=1.7" rot="P=0,Y=0,R=0" parent="cave_origin" [scene_node] id="wand" loc="X=0,Y=0,Z=1" # Input devices [input] id="TestAxes" type="analog" addr="Mouse0@127.0.0.1" [input] id="TestBtn1" type="buttons" addr="Mouse0@127.0.0.1" [input] id="TestBtn2" type="buttons" addr="Keyboard0@127.0.0.1" [input] id="TestKb" type="keyboard" addr="Keyboard0@127.0.0.1" reflect="both" [input] id="TestTrack" type="tracker" addr="Tracker0@127.0.0.1" loc="X=0,Y=0,Z=0" rot="P=0,Y=0,R=0" front="X" right="Y" up="Z" # Input setup # Bind mouse axis channel 0 (usually X-axis) to the "nDisplay Analog 0" value [input_setup] id="TestAxes" ch="0" bind="nDisplay Analog 0" # Bind mouse axis channel 0 (usually X-axis) to the native "Gamepad Left Thumbstick X-Axis" axis [input_setup] id="TestAxes" ch="0" bind="Gamepad Left Thumbstick X-Axis" # Bind mouse button channel 0 (usually left button) to the native "nDisplay Button 0" button [input_setup] id="TestBtn1" ch="0" bind="nDisplay Button 0" # Bind mouse button channel 0 (usually left button) to the native "Gamepad Face Button Bottom" button [input_setup] id="TestBtn1" ch="0" bind="Gamepad Face Button Top" # Bind keyboard channel 2 (digit 1 on a keyboard) to the "nDisplay Button 1" key event [input_setup] id="TestBtn2" ch="2" bind="nDisplay Button 1" # Bind keyboard channel 2 (digit 1 on a keyboard) to the "nDisplay Button 1" key event [input_setup] id="TestBtn2" ch="2" bind="Gamepad Face Button Bottom" #---- # We use full keyboard reflection (see reflect="both) so we don't have to map # key names, it will be performed automatically. However, in case you're using # other reflection types, you might bind any keys explicitely. #[input_setup] id="TestKb1 key="A" bind="nDisplay A" #[input_setup] id="TestKb1 key="B" bind="nDisplay B" #[input_setup] id="TestKb1 key="C" bind="nDisplay C" #---- # Bind tracker channel 0 to the "Special_1" motion controller [input_setup] id="TestTrack" ch="0" bind="Special_1" # General settings [network] cln_conn_tries_amount="10" cln_conn_retry_delay="1000" game_start_timeout="30000" barrier_wait_timeout="5000" # Custom arguments [custom] SampleArg1="SampleVal1" SampleArg2="SampleVal2"
試したこと
NVIDIA Surroudも試しましたがそうするとタッチ機能がうまく行かずで、今回nDisplayを使ってみることにしました。
補足情報(FW/ツールのバージョンなど)
4.26
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