Flip mouse bindings for simulate
perturb UI?
#297
yuvaltassa
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A convention I've found quite useful is to switch the action of a drag based on context:
You can try my proposal (minus Rotating bodies) here: https://zalo.github.io/mujoco_wasm/ While the above demo will also work on iPads/Phones and other multitouch devices, I think there might be a better multitouch camera control mechanism that acts a bit like the way Google/Apple Maps works in oblique mode. (I had an implementation for this somewhere but can't seem to find it now). |
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This is a poll about the
simulate
viewer's mouse bindings. You can see these bindings in action in this video.Right now
simulate
's camera and perturbation mouse bindings are as follows:So right now left mouse buttons are mapped to rotational motions, while right mouse buttons are mapped to translational motions which is in some sense elegant.
On a mouse, the left button is primary and right is secondary. On touch pads this is even more pronounced with corresponding single-finger and double-finger touches and drags corresponding to left/right buttons. On a touch pad, two finger drag is very rare and inconvenient.
Here's the problem: For cameras, orbiting is indeed more useful than panning (so there is a good match), but for mouse-spring perturbations, applying forces (translation) is more useful than applying torques (rotation). So... should the mapping of the left/right mouse buttons be flipped in perturb mode?
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