Hello,
When i run my project on mobile view everything is working ok without gesture. I cant move the camera as I am moving using mouse from pc.
Hello,
When i run my project on mobile view everything is working ok without gesture. I cant move the camera as I am moving using mouse from pc.
Hi, what orbit camera script are you using?
The one include in the model viewer starter kit does work on mobile.
I don’t seem to be able to open it, but try creating a project from scratch, select model viewer and check it on mobile.
var OrbitCamera = pc.createScript('orbitCamera');
OrbitCamera.attributes.add('autoRender', {
type: 'boolean',
default: true,
title: 'Auto Render',
description: 'Disable to only render when camera is moving (saves power when the camera is still)'
});
OrbitCamera.attributes.add('distanceMax', {type: 'number', default: 0, title: 'Distance Max', description: 'Setting this at 0 will give an infinite distance limit'});
OrbitCamera.attributes.add('distanceMin', {type: 'number', default: 0, title: 'Distance Min'});
OrbitCamera.attributes.add('pitchAngleMax', {type: 'number', default: 90, title: 'Pitch Angle Max (degrees)'});
OrbitCamera.attributes.add('pitchAngleMin', {type: 'number', default: -90, title: 'Pitch Angle Min (degrees)'});
OrbitCamera.attributes.add('inertiaFactor', {
type: 'number',
default: 0,
title: 'Inertia Factor',
description: 'Higher value means that the camera will continue moving after the user has stopped dragging. 0 is fully responsive.'
});
OrbitCamera.attributes.add('focusEntity', {
type: 'entity',
title: 'Focus Entity',
description: 'Entity for the camera to focus on. If blank, then the camera will use the whole scene'
});
OrbitCamera.attributes.add('frameOnStart', {
type: 'boolean',
default: true,
title: 'Frame on Start',
description: 'Frames the entity or scene at the start of the application."'
});
// Property to get and set the distance between the pivot point and camera
// Clamped between this.distanceMin and this.distanceMax
Object.defineProperty(OrbitCamera.prototype, "distance", {
get: function() {
return this._targetDistance;
},
set: function(value) {
this._targetDistance = this._clampDistance(value);
}
});
// Property to get and set the pitch of the camera around the pivot point (degrees)
// Clamped between this.pitchAngleMin and this.pitchAngleMax
// When set at 0, the camera angle is flat, looking along the horizon
Object.defineProperty(OrbitCamera.prototype, "pitch", {
get: function() {
return this._targetPitch;
},
set: function(value) {
this._targetPitch = this._clampPitchAngle(value);
}
});
// Property to get and set the yaw of the camera around the pivot point (degrees)
Object.defineProperty(OrbitCamera.prototype, "yaw", {
get: function() {
return this._targetYaw;
},
set: function(value) {
this._targetYaw = value;
// Ensure that the yaw takes the shortest route by making sure that
// the difference between the targetYaw and the actual is 180 degrees
// in either direction
var diff = this._targetYaw - this._yaw;
var reminder = diff % 360;
if (reminder > 180) {
this._targetYaw = this._yaw - (360 - reminder);
} else if (reminder < -180) {
this._targetYaw = this._yaw + (360 + reminder);
} else {
this._targetYaw = this._yaw + reminder;
}
}
});
// Property to get and set the world position of the pivot point that the camera orbits around
Object.defineProperty(OrbitCamera.prototype, "pivotPoint", {
get: function() {
return this._pivotPoint;
},
set: function(value) {
this._pivotPoint.copy(value);
}
});
// Moves the camera to look at an entity and all its children so they are all in the view
OrbitCamera.prototype.focus = function (focusEntity) {
// Calculate an bounding box that encompasses all the models to frame in the camera view
this._buildAabb(focusEntity, 0);
var halfExtents = this._modelsAabb.halfExtents;
var distance = Math.max(halfExtents.x, Math.max(halfExtents.y, halfExtents.z));
distance = (distance / Math.tan(0.5 * this.entity.camera.fov * pc.math.DEG_TO_RAD));
distance = (distance * 2);
this.distance = distance;
this._removeInertia();
this._pivotPoint.copy(this._modelsAabb.center);
};
OrbitCamera.distanceBetween = new pc.Vec3();
// Set the camera position to a world position and look at a world position
// Useful if you have multiple viewing angles to swap between in a scene
OrbitCamera.prototype.resetAndLookAtPoint = function (resetPoint, lookAtPoint) {
this.pivotPoint.copy(lookAtPoint);
this.entity.setPosition(resetPoint);
this.entity.lookAt(lookAtPoint);
var distance = OrbitCamera.distanceBetween;
distance.sub2(lookAtPoint, resetPoint);
this.distance = distance.length();
this.pivotPoint.copy(lookAtPoint);
var cameraQuat = this.entity.getRotation();
this.yaw = this._calcYaw(cameraQuat);
this.pitch = this._calcPitch(cameraQuat, this.yaw);
this._removeInertia();
this._updatePosition();
if (!this.autoRender) {
this.app.renderNextFrame = true;
}
};
// Set camera position to a world position and look at an entity in the scene
// Useful if you have multiple models to swap between in a scene
OrbitCamera.prototype.resetAndLookAtEntity = function (resetPoint, entity) {
this._buildAabb(entity, 0);
this.resetAndLookAtPoint(resetPoint, this._modelsAabb.center);
};
// Set the camera at a specific, yaw, pitch and distance without inertia (instant cut)
OrbitCamera.prototype.reset = function (yaw, pitch, distance) {
this.pitch = pitch;
this.yaw = yaw;
this.distance = distance;
this._removeInertia();
if (!this.autoRender) {
this.app.renderNextFrame = true;
}
};
/////////////////////////////////////////////////////////////////////////////////////////////
// Private methods
OrbitCamera.prototype.initialize = function () {
this._checkAspectRatio();
// Find all the models in the scene that are under the focused entity
this._modelsAabb = new pc.BoundingBox();
this._buildAabb(this.focusEntity || this.app.root, 0);
this.entity.lookAt(this._modelsAabb.center);
this._pivotPoint = new pc.Vec3();
this._pivotPoint.copy(this._modelsAabb.center);
this._lastFramePivotPoint = this._pivotPoint.clone();
// Calculate the camera euler angle rotation around x and y axes
// This allows us to place the camera at a particular rotation to begin with in the scene
var cameraQuat = this.entity.getRotation();
// Preset the camera
this._yaw = this._calcYaw(cameraQuat);
this._pitch = this._clampPitchAngle(this._calcPitch(cameraQuat, this._yaw));
this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
this._distance = 0;
this._targetYaw = this._yaw;
this._targetPitch = this._pitch;
// If we have ticked focus on start, then attempt to position the camera where it frames
// the focused entity and move the pivot point to entity's position otherwise, set the distance
// to be between the camera position in the scene and the pivot point
if (this.frameOnStart) {
this.focus(this.focusEntity || this.app.root);
} else {
var distanceBetween = new pc.Vec3();
distanceBetween.sub2(this.entity.getPosition(), this._pivotPoint);
this._distance = this._clampDistance(distanceBetween.length());
}
this._targetDistance = this._distance;
this._autoRenderDefault = this.app.autoRender;
// Do not enable autoRender if it's already off as it's controlled elsewhere
if (this.app.autoRender) {
this.app.autoRender = this.autoRender;
}
if (!this.autoRender) {
this.app.renderNextFrame = true;
}
this.on('attr:autoRender', function (value, prev) {
this.app.autoRender = value;
if (!this.autoRender) {
this.app.renderNextFrame = true;
}
}, this);
// Reapply the clamps if they are changed in the editor
this.on('attr:distanceMin', function (value, prev) {
this._targetDistance = this._clampDistance(this._distance);
}, this);
this.on('attr:distanceMax', function (value, prev) {
this._targetDistance = this._clampDistance(this._distance);
}, this);
this.on('attr:pitchAngleMin', function (value, prev) {
this._targetPitch = this._clampPitchAngle(this._pitch);
}, this);
this.on('attr:pitchAngleMax', function (value, prev) {
this._targetPitch = this._clampPitchAngle(this._pitch);
}, this);
// Focus on the entity if we change the focus entity
this.on('attr:focusEntity', function (value, prev) {
if (this.frameOnStart) {
this.focus(value || this.app.root);
} else {
this.resetAndLookAtEntity(this.entity.getPosition(), value || this.app.root);
}
}, this);
this.on('attr:frameOnStart', function (value, prev) {
if (value) {
this.focus(this.focusEntity || this.app.root);
}
}, this);
var onResizeCanvas = function () {
this._checkAspectRatio();
if (!this.autoRender) {
this.app.renderNextFrame = true;
}
};
this.app.graphicsDevice.on('resizecanvas', onResizeCanvas, this);
this.on('destroy', function() {
this.app.graphicsDevice.off('resizecanvas', onResizeCanvas, this);
this.app.autoRender = this._autoRenderDefault;
}, this);
};
OrbitCamera.prototype.update = function(dt) {
// Check if we have are still moving for autorender
if (!this.autoRender) {
var distanceDiff = Math.abs(this._targetDistance - this._distance);
var yawDiff = Math.abs(this._targetYaw - this._yaw);
var pitchDiff = Math.abs(this._targetPitch - this._pitch);
var pivotPointDiff = this._lastFramePivotPoint.distance(this._pivotPoint);
this.app.renderNextFrame = this.app.renderNextFrame ||
distanceDiff > 0.01 || yawDiff > 0.01 || pitchDiff > 0.01 || pivotPointDiff > 0;
}
// Add inertia, if any
var t = this.inertiaFactor === 0 ? 1 : Math.min(dt / this.inertiaFactor, 1);
this._distance = pc.math.lerp(this._distance, this._targetDistance, t);
this._targetYaw = pc.math.clamp(this._targetYaw, -180, -10);
this._yaw = pc.math.lerp(this._yaw, this._targetYaw, t);
console.log("yaw is", this._yaw);
this._pitch = pc.math.lerp(this._pitch, this._targetPitch, t);
this._updatePosition();
};
OrbitCamera.prototype._updatePosition = function () {
// Work out the camera position based on the pivot point, pitch, yaw and distance
this.entity.setLocalPosition(0,0,0);
this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
var position = this.entity.getPosition();
position.copy(this.entity.forward);
position.scale(-this._distance);
position.add(this.pivotPoint);
this.entity.setPosition(position);
};
OrbitCamera.prototype._removeInertia = function () {
this._yaw = this._targetYaw;
this._pitch = this._targetPitch;
this._distance = this._targetDistance;
};
OrbitCamera.prototype._checkAspectRatio = function () {
var height = this.app.graphicsDevice.height;
var width = this.app.graphicsDevice.width;
// Match the axis of FOV to match the aspect ratio of the canvas so
// the focused entities is always in frame
this.entity.camera.horizontalFov = height > width;
};
OrbitCamera.prototype._buildAabb = function (entity, modelsAdded) {
var i = 0, j = 0, meshInstances;
if (entity instanceof pc.Entity) {
var allMeshInstances = [];
var renders = entity.findComponents('render');
for (i = 0; i < renders.length; ++i) {
meshInstances = renders[i].meshInstances;
if (meshInstances) {
for (j = 0; j < meshInstances.length; j++) {
allMeshInstances.push(meshInstances[j]);
}
}
}
var models = entity.findComponents('model');
for (i = 0; i < models.length; ++i) {
meshInstances = models[i].meshInstances;
if (meshInstances) {
for (j = 0; j < meshInstances.length; j++) {
allMeshInstances.push(meshInstances[j]);
}
}
}
for (i = 0; i < allMeshInstances.length; i++) {
if (modelsAdded === 0) {
this._modelsAabb.copy(allMeshInstances[i].aabb);
} else {
this._modelsAabb.add(allMeshInstances[i].aabb);
}
modelsAdded += 1;
}
}
for (i = 0; i < entity.children.length; ++i) {
modelsAdded += this._buildAabb(entity.children[i], modelsAdded);
}
return modelsAdded;
};
OrbitCamera.prototype._calcYaw = function (quat) {
var transformedForward = new pc.Vec3();
quat.transformVector(pc.Vec3.FORWARD, transformedForward);
return Math.atan2(-transformedForward.x, -transformedForward.z) * pc.math.RAD_TO_DEG;
};
OrbitCamera.prototype._clampDistance = function (distance) {
if (this.distanceMax > 0) {
return pc.math.clamp(distance, this.distanceMin, this.distanceMax);
} else {
return Math.max(distance, this.distanceMin);
}
};
OrbitCamera.prototype._clampPitchAngle = function (pitch) {
// Negative due as the pitch is inversed since the camera is orbiting the entity
return pc.math.clamp(pitch, -this.pitchAngleMax, -this.pitchAngleMin);
};
OrbitCamera.quatWithoutYaw = new pc.Quat();
OrbitCamera.yawOffset = new pc.Quat();
OrbitCamera.prototype._calcPitch = function(quat, yaw) {
var quatWithoutYaw = OrbitCamera.quatWithoutYaw;
var yawOffset = OrbitCamera.yawOffset;
yawOffset.setFromEulerAngles(0, -yaw, 0);
quatWithoutYaw.mul2(yawOffset, quat);
var transformedForward = new pc.Vec3();
quatWithoutYaw.transformVector(pc.Vec3.FORWARD, transformedForward);
return Math.atan2(transformedForward.y, -transformedForward.z) * pc.math.RAD_TO_DEG;
};
sorry i have to post here this big code but the sharing didnt working .
and i am creating configurator this is someone code.
@Leonidas
the work is too much hard to start from sctrach would you spare sometime and tell me the issue thanks sir.