MinZe Posted November 27, 2018 Share Posted November 27, 2018 Hello, I want to use the arcRotateCamera with the up-vector (0,0,1) but the rotations don't work well. I disabled the controls and I've put the camera parent to an invisible box that I rotate with the pointerMove. This is to have the scene with the up-vector (0,0,1) instead of (0,1,0) With this setup, alpha, beta, position and a couple more things are not updating. Even though It works, I'd prefer to use the default arcRotateCamera because some things, such as the boundingBox gizmo 6DOF movements, don't work well. Is there a way to achieve this with something that babylonjs has OOB? Thanks. Quote Link to comment Share on other sites More sharing options...
trevordev Posted November 27, 2018 Share Posted November 27, 2018 @MinZe Do you have a playground of your usage of this with the gizmos? I can take a look at fixing that. Quote Link to comment Share on other sites More sharing options...
MinZe Posted November 30, 2018 Author Share Posted November 30, 2018 Hi! Im sorry for answering so late, I've been occupied with my finals exams There you have a playground with my custom camera and the gizmos => https://playground.babylonjs.com/#JBJNZ1#1 Quote Link to comment Share on other sites More sharing options...
trevordev Posted November 30, 2018 Share Posted November 30, 2018 I believe this PR should fix it: https://github.com/BabylonJS/Babylon.js/pull/5582 once that is merged this updated playground should work https://playground.babylonjs.com/#Q7UR8V Quote Link to comment Share on other sites More sharing options...
Sebavan Posted November 30, 2018 Share Posted November 30, 2018 Merged and Deployed Quote Link to comment Share on other sites More sharing options...
Michuspo Posted December 1, 2018 Share Posted December 1, 2018 Nice! How I can use it? Do I must do a build? thanks! Quote Link to comment Share on other sites More sharing options...
MinZe Posted December 2, 2018 Author Share Posted December 2, 2018 Wow! Very fast :D Thank-you so much for this!!! But my original question was related to that parentBox thing. In order to rotate the camera with the up-vector Z I need to use that parentBox, and I don't want to use the parentBox trick. I want to be able to use an arcRotateCamera with the up-vector Z with something that works out of the box. Do we have something to achieve this? PG with the custom rotations and the parentBox => https://playground.babylonjs.com/#JBJNZ1 Quote Link to comment Share on other sites More sharing options...
MinZe Posted December 3, 2018 Author Share Posted December 3, 2018 This is what happens if you put the camera on the up-vector Z => https://playground.babylonjs.com/#1W4BJT It doesn't rotate well. This is what I did in order to fix the problem => https://playground.babylonjs.com/#JBJNZ1 What can I do to achieve the result of the second PG without the "parentBox"? Michuspo 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted December 3, 2018 Share Posted December 3, 2018 Hey! This is an issue actually. I'll make it works out of the box with next commit Michuspo 1 Quote Link to comment Share on other sites More sharing options...
Michuspo Posted December 8, 2018 Share Posted December 8, 2018 @Deltakosh sorry for the question. When you said: next commit, it means it is ready in current master, or I must wait to the next release? Thanks Quote Link to comment Share on other sites More sharing options...
Guest Posted December 8, 2018 Share Posted December 8, 2018 Oh sorry I meant that it is already in master (and thus on preview.bbabylonjs.com/babylon.js) Michuspo 1 Quote Link to comment Share on other sites More sharing options...
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