lhx880619 Posted June 1, 2017 Share Posted June 1, 2017 Are there any way to enable touch panning for ArcRotateCamera? now we have 1 finger rotate,2 finger zoom,maybe 3 finger for panning? Quote Link to comment Share on other sites More sharing options...
max123 Posted June 1, 2017 Share Posted June 1, 2017 rotating IS kind of panning for ArcRotateCamera if you've got your target set. The name ArcRotateCamera is a bit of a mouthful, I agree - it's easier to think about it as an orbit camera Quote Link to comment Share on other sites More sharing options...
lhx880619 Posted June 1, 2017 Author Share Posted June 1, 2017 @max123 you can still do that with CTRL+MouseLeftClick to panning on pc, jsut want to find a way to enable panning on touch device the same as pc. Quote Link to comment Share on other sites More sharing options...
davrous Posted June 1, 2017 Share Posted June 1, 2017 Hi! The problem to enable the panning on touch is to find the right gesture to do it. Edge/IE11 has a built-in gesture recognizer we may use but it won't work on other browsers. Generally speaking, gesture recognizion are patented so we can't reverse-engineer them. Still, we could potentially detect a more or less horizontal move using 3 fingers as you said. Something we should maybe consider @Deltakosh ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 1, 2017 Share Posted June 1, 2017 Why not:) If someone wants to step in We have some gestures already in the TouchCamera (like head down with two fingers) Quote Link to comment Share on other sites More sharing options...
lhx880619 Posted June 2, 2017 Author Share Posted June 2, 2017 @davrous how do you think if we just add a parameter to switch between rotate and panning for one finger move. user can hit a button to switch the mode. i think that's may much easier for user than 3 finger. Quote Link to comment Share on other sites More sharing options...
davrous Posted June 2, 2017 Share Posted June 2, 2017 Yes, this is probably the most simple & efficient way to do it. I would suggest to add a boolean exposed in the ArcRotateCamera to influence this test: https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/Inputs/babylon.arcRotateCameraPointersInput.ts#L97 in order to pan or rotate based on the boolean/button pressed. Arte and GameMonetize 2 Quote Link to comment Share on other sites More sharing options...
lhx880619 Posted June 2, 2017 Author Share Posted June 2, 2017 @davrous already changed the default input(add mode) to support mode switch var panningMode = _this.mode == "panning" || (evt.ctrlKey && _this.camera._useCtrlForPanning) || (!_this.camera._useCtrlForPanning && _this._isPanClick); if ( _this.panningSensibility !== 0 && panningMode ) { _this.camera .inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility; _this.camera .inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility; } Quote Link to comment Share on other sites More sharing options...
Kjue Posted September 3, 2017 Share Posted September 3, 2017 This was very easy to adapt from what @davrous mentioned. I suggest to implement a physically connected touch interface so that each physical connection gets a screen mapped point in 3D space from picked coordinates. The interface would simply move the picked points to match the finger positions as best as possible. This makes for a very intuitive interface, as the model stays under the connected styli/fingers directly. Zooming, panning and even 3D rotations come out of the box. For rotation I would lock the up vector, and just rotate accordingly. Below is the panning code. https://www.babylonjs-playground.com/#C2ZGCJ#1 ViBe 1 Quote Link to comment Share on other sites More sharing options...
Steffen Posted October 17, 2017 Share Posted October 17, 2017 Is this boolean flag already implemented? I can't find the code piece mentioned by @lhx880619. Also setting "mySceneCam._isPanClick = true" has no effect on mobile. Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 17, 2017 Share Posted October 17, 2017 it is already implemented. Just call camera.attachControl with the right parameter:http://doc.babylonjs.com/classes/3.0/arcrotatecamera#attachcontrol-element-nopreventdefault-usectrlforpanning-panningmousebutton-rarr-void (note that you can also pan with two fingers on mobile / touch devices) Quote Link to comment Share on other sites More sharing options...
Steffen Posted October 18, 2017 Share Posted October 18, 2017 Now it works. Thanks @Deltakosh I was irritated by the fourth argument "panningMouseButton" because it is a number. Maybe for the others: the two fingers pan on mobile/touch is available in the current v3.1-alpha -- not in the stable v3.0. Thanks again for the fast answer! RaananW and GameMonetize 2 Quote Link to comment Share on other sites More sharing options...
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