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We should
standardize keyboard keys for the whole OWorlds community, eh? A
minimum set that need to be implemented to be OWorld compliant.
This is a"key" decision. I have always promoted the
use of a standard set of Nav keys and even influenced several
platforms. However, keys can perform differently in the web
environment. How about:
- For basic
navigation: arrow cursor keys
- For faster
naviation: ctrl+arrow keys
- Turning
collision off and allows someone to push thru or back out of
an object:
shift + forward or backward arrow (if allowed by world
caretaker).
- For float and
sink: Keypad + and - OR Shift+PgUp, Shift+PgDn (for those who dont have keypads).
- Look up/down: control+PgUp, PgDn? all of which plays on the Up and Down in these keys.
- Straighten
up: if
user presses Ctrl+PgUp or PgDn enough times they roll back
into a straight ahead vew.
- Sliding to
the left or right while still facing forward: shift +
left or right arrow (handy to get in front of someone).
- Going out of
body and through room camera viewpoints: The HOME key
cycles through Viewpoints (called Warps in M3D terminology)
and the END key cycles through Avatar Perspectives (Camera
Offsets). You must be logged in to see the Avatar Camera
Offsets (thus the END key does nothing when you are not)
while you need only give focus to the 3D canvas to get the
benefit of Warps (and the HOME key). You don't need to be
logged in to make use of the HOME key. Note that you get
information on each Warp and Offset on the browser window
status bar (the bottom). That info is passed to the Java
through from the applet parameters. The Java then passes it
back to the browser for display at an appropriate time.
- Rolling thru
defined viewpoints in the scene: Ctrl + Tab or simply
Tab. Tab seems to suggest "next". These might be
defined by warper locations or put in by the world developer
or both.
Each of these must
be represented by some sort of button in our next gen UI.
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