Orbitcamera doesnt working on mobile

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.

@Leonidas

here is my drive script link you may check i have download it from somewhere.

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.