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kme

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1

Sunday, February 19th 2023, 11:59pm

Walking up a stair in krpano 3D

Been playing around with a multi-floor gallery. One of the objectives is to be able to walk up/down elevated areas or being able to walk up/down a staircase.

Here is a test scenario I put together, would be nice to get some feedback on how it performs on your device(s).

https://krpano.kri-soft.be/examples/stair_test/

regards,
KME

2

Monday, February 20th 2023, 9:51am

Been playing around with a multi-floor gallery. One of the objectives is to be able to walk up/down elevated areas or being able to walk up/down a staircase.

Here is a test scenario I put together, would be nice to get some feedback on how it performs on your device(s).

https://krpano.kri-soft.be/examples/stair_test/

regards,
KME
Very good!! *thumbsup*

jeromebg

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3

Monday, February 20th 2023, 11:20am

Very nice navigation mode !
Just maybe it's a bit slow when "falling" from up the stairs

Eric Chen

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4

Monday, February 20th 2023, 11:43am

Great job!
Similar model class development, much like threejs, is based on ray-based collision detection. I prefer the physical space of threejs though. It would be great if krpano had its own physics engine.
It's also a good idea to build a simple character controller plug-in based on rays. It's not hard to just build physical properties for the character, just a combination of ray detection and gravity formulas. So character can jump. Maybe add a little bit hang time, double jump, friction, wind. This is closer to a play space.
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This post has been edited 2 times, last edit by "Eric Chen" (Feb 20th 2023, 12:14pm)


Tuur

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5

Monday, February 20th 2023, 11:55am

Hi,

Nice!
Feels a bit like 'child' perspective. Perhaps put the user position a bit higher.. up/down buttons don't work

Tuur *thumbsup*

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6

Monday, February 20th 2023, 12:35pm

xonviewchanged ??
where did you get that?

Tuur *thumbsup*

Eric Chen

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7

Monday, February 20th 2023, 1:18pm

@Tuur
You're always curious about everything.

The theory is simple. Let's say your character is a cube, and you need to shoot rays on 6 faces. So you can figure out how far you are from the objects around you. You can check these values by loop through intervals.

I think this is a good plug-in idea. But I didn't have time to make it. Maybe you can do it.
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Tuur

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8

Monday, February 20th 2023, 1:27pm

Hi Eric,

I think you misunderstood me.
I understand how this is done .. but..
I was not aware something like xonviewchanged was possible..
I don't see it anywhere stated in the documentation..

Tuur *thumbsup*

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9

Monday, February 20th 2023, 1:39pm

I think it's just a typo. *rolleyes* You just have to test it for yourself.
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Tuur

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10

Monday, February 20th 2023, 1:41pm

I already did and without the 'x' it doesn't work.

Tuur *thumbsup*

Eric Chen

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11

Monday, February 20th 2023, 1:47pm

remove <events name="transparent_active" keep="true" xonviewchanged="setheight"/>
This code is useless.
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Tuur

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kme

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13

Monday, February 20th 2023, 2:26pm

Hahaha, yes, i first tried with onviewchanged but the performance was not too good.
So i changed it too a timer event every .1 seconds which seems to perform reasonable and disabled the onviewchanged by putting an X in front of it xD

Thanks for all the feedback guys!

14

Tuesday, February 21st 2023, 1:08am

Hi,

Nice!
Feels a bit like 'child' perspective. Perhaps put the user position a bit higher.. up/down buttons don't work

Tuur *thumbsup*


Exactly what I was going to write.

15

Wednesday, February 22nd 2023, 11:08am

Hi,

nice work! *cool*

It's also a good idea to build a simple character controller plug-in based on rays. It's not hard to just build physical properties for the character, just a combination of ray detection and gravity formulas. So character can jump. Maybe add a little bit hang time, double jump, friction, wind. This is closer to a play space.

I have recently done something similar - because of the this note/request about using the real floor/ground-height also in VR, I have also added a floor-hit/collision-checking.

With that walking stairs and also jumping (but very simple) will be possible with the default depthmap_navigation.xml in the next release.

Best regards,
Klaus

kme

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16

Wednesday, February 22nd 2023, 12:04pm

nice work!

Thank you. The new krpano offers some great new use cases!


I have recently done something similar - because of the this note/request about using the real floor/ground-height also in VR, I have also added a floor-hit/collision-checking.

With that walking stairs and also jumping (but very simple) will be possible with the default depthmap_navigation.xml in the next release.


Can't wait to try it out!

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