Rotate camera around model in Autodesk Forge
I have created an extension that rotates the camera around a Revit model that was uploaded in a bucket made, but how do I make the camera constantly rotate around the model after the button in the toolbar has been clicked on. In addition, how do I click the same button again to stop the rotation? The code below is what I used to rotate the camera once the button is clicked on.
var _this = this;
var _viewer = _this.viewer;
var turnTableToolbarButton = new Autodesk.Viewing.UI.Button('turnTableButton');
turnTableToolbarButton.onClick = function (e)
const nav = _viewer.navigation;
const up = nav.getCameraUpVector();
var pos = nav.getPosition();
const axis = new THREE.Vector3(0, 0, 1);
const speed = 10.0 * Math.PI / 180;
const matrix = new THREE.Matrix4().makeRotationAxis(axis, speed * 0.1);
pos.applyMatrix4(matrix);
up.applyMatrix4(matrix);
nav.setView(pos, new THREE.Vector3(0, 0, 0));
nav.setCameraUpVector(up);
var viewState = _viewer.getState();
_viewer.restoreState(viewState);
;
javascript autodesk-forge autodesk-viewer
add a comment |
I have created an extension that rotates the camera around a Revit model that was uploaded in a bucket made, but how do I make the camera constantly rotate around the model after the button in the toolbar has been clicked on. In addition, how do I click the same button again to stop the rotation? The code below is what I used to rotate the camera once the button is clicked on.
var _this = this;
var _viewer = _this.viewer;
var turnTableToolbarButton = new Autodesk.Viewing.UI.Button('turnTableButton');
turnTableToolbarButton.onClick = function (e)
const nav = _viewer.navigation;
const up = nav.getCameraUpVector();
var pos = nav.getPosition();
const axis = new THREE.Vector3(0, 0, 1);
const speed = 10.0 * Math.PI / 180;
const matrix = new THREE.Matrix4().makeRotationAxis(axis, speed * 0.1);
pos.applyMatrix4(matrix);
up.applyMatrix4(matrix);
nav.setView(pos, new THREE.Vector3(0, 0, 0));
nav.setCameraUpVector(up);
var viewState = _viewer.getState();
_viewer.restoreState(viewState);
;
javascript autodesk-forge autodesk-viewer
add a comment |
I have created an extension that rotates the camera around a Revit model that was uploaded in a bucket made, but how do I make the camera constantly rotate around the model after the button in the toolbar has been clicked on. In addition, how do I click the same button again to stop the rotation? The code below is what I used to rotate the camera once the button is clicked on.
var _this = this;
var _viewer = _this.viewer;
var turnTableToolbarButton = new Autodesk.Viewing.UI.Button('turnTableButton');
turnTableToolbarButton.onClick = function (e)
const nav = _viewer.navigation;
const up = nav.getCameraUpVector();
var pos = nav.getPosition();
const axis = new THREE.Vector3(0, 0, 1);
const speed = 10.0 * Math.PI / 180;
const matrix = new THREE.Matrix4().makeRotationAxis(axis, speed * 0.1);
pos.applyMatrix4(matrix);
up.applyMatrix4(matrix);
nav.setView(pos, new THREE.Vector3(0, 0, 0));
nav.setCameraUpVector(up);
var viewState = _viewer.getState();
_viewer.restoreState(viewState);
;
javascript autodesk-forge autodesk-viewer
I have created an extension that rotates the camera around a Revit model that was uploaded in a bucket made, but how do I make the camera constantly rotate around the model after the button in the toolbar has been clicked on. In addition, how do I click the same button again to stop the rotation? The code below is what I used to rotate the camera once the button is clicked on.
var _this = this;
var _viewer = _this.viewer;
var turnTableToolbarButton = new Autodesk.Viewing.UI.Button('turnTableButton');
turnTableToolbarButton.onClick = function (e)
const nav = _viewer.navigation;
const up = nav.getCameraUpVector();
var pos = nav.getPosition();
const axis = new THREE.Vector3(0, 0, 1);
const speed = 10.0 * Math.PI / 180;
const matrix = new THREE.Matrix4().makeRotationAxis(axis, speed * 0.1);
pos.applyMatrix4(matrix);
up.applyMatrix4(matrix);
nav.setView(pos, new THREE.Vector3(0, 0, 0));
nav.setCameraUpVector(up);
var viewState = _viewer.getState();
_viewer.restoreState(viewState);
;
javascript autodesk-forge autodesk-viewer
javascript autodesk-forge autodesk-viewer
edited Nov 23 '18 at 10:10
Nathan Hurley
asked Nov 14 '18 at 11:44
Nathan HurleyNathan Hurley
476
476
add a comment |
add a comment |
1 Answer
1
active
oldest
votes
I think what you would need here is use of requestAnimation, with your button stopping or starting the request for the new frame:
let started = false;
let rotateCamera = () =>
if (started)
requestAnimationFrame(rotateCamera);
const nav = viewer.navigation;
const up = nav.getCameraUpVector();
const axis = new THREE.Vector3(0, 0, 1);
const speed = 10.0 * Math.PI / 180;
const matrix = new THREE.Matrix4().makeRotationAxis(axis, speed * 0.1);
let pos = nav.getPosition();
pos.applyMatrix4(matrix);
up.applyMatrix4(matrix);
nav.setView(pos, new THREE.Vector3(0, 0, 0));
nav.setCameraUpVector(up);
var viewState = viewer.getState();
// viewer.restoreState(viewState);
;
turnTableToolbarButton.onClick = function (e)
started = !started;
if (started) rotateCamera()
;
Check my repo of extensions for full code based on your snippet and a live illustration.
I left your approach as is to show that it works, but I am afraid it needs some optimizations. I will do some investigations and update my repo later with a more optimal approach of what you are doing.
– denis-grigor
Nov 14 '18 at 20:30
Thanks, I used the code provided above and the model rotates perfectly now.
– Nathan Hurley
Nov 15 '18 at 9:18
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
I think what you would need here is use of requestAnimation, with your button stopping or starting the request for the new frame:
let started = false;
let rotateCamera = () =>
if (started)
requestAnimationFrame(rotateCamera);
const nav = viewer.navigation;
const up = nav.getCameraUpVector();
const axis = new THREE.Vector3(0, 0, 1);
const speed = 10.0 * Math.PI / 180;
const matrix = new THREE.Matrix4().makeRotationAxis(axis, speed * 0.1);
let pos = nav.getPosition();
pos.applyMatrix4(matrix);
up.applyMatrix4(matrix);
nav.setView(pos, new THREE.Vector3(0, 0, 0));
nav.setCameraUpVector(up);
var viewState = viewer.getState();
// viewer.restoreState(viewState);
;
turnTableToolbarButton.onClick = function (e)
started = !started;
if (started) rotateCamera()
;
Check my repo of extensions for full code based on your snippet and a live illustration.
I left your approach as is to show that it works, but I am afraid it needs some optimizations. I will do some investigations and update my repo later with a more optimal approach of what you are doing.
– denis-grigor
Nov 14 '18 at 20:30
Thanks, I used the code provided above and the model rotates perfectly now.
– Nathan Hurley
Nov 15 '18 at 9:18
add a comment |
I think what you would need here is use of requestAnimation, with your button stopping or starting the request for the new frame:
let started = false;
let rotateCamera = () =>
if (started)
requestAnimationFrame(rotateCamera);
const nav = viewer.navigation;
const up = nav.getCameraUpVector();
const axis = new THREE.Vector3(0, 0, 1);
const speed = 10.0 * Math.PI / 180;
const matrix = new THREE.Matrix4().makeRotationAxis(axis, speed * 0.1);
let pos = nav.getPosition();
pos.applyMatrix4(matrix);
up.applyMatrix4(matrix);
nav.setView(pos, new THREE.Vector3(0, 0, 0));
nav.setCameraUpVector(up);
var viewState = viewer.getState();
// viewer.restoreState(viewState);
;
turnTableToolbarButton.onClick = function (e)
started = !started;
if (started) rotateCamera()
;
Check my repo of extensions for full code based on your snippet and a live illustration.
I left your approach as is to show that it works, but I am afraid it needs some optimizations. I will do some investigations and update my repo later with a more optimal approach of what you are doing.
– denis-grigor
Nov 14 '18 at 20:30
Thanks, I used the code provided above and the model rotates perfectly now.
– Nathan Hurley
Nov 15 '18 at 9:18
add a comment |
I think what you would need here is use of requestAnimation, with your button stopping or starting the request for the new frame:
let started = false;
let rotateCamera = () =>
if (started)
requestAnimationFrame(rotateCamera);
const nav = viewer.navigation;
const up = nav.getCameraUpVector();
const axis = new THREE.Vector3(0, 0, 1);
const speed = 10.0 * Math.PI / 180;
const matrix = new THREE.Matrix4().makeRotationAxis(axis, speed * 0.1);
let pos = nav.getPosition();
pos.applyMatrix4(matrix);
up.applyMatrix4(matrix);
nav.setView(pos, new THREE.Vector3(0, 0, 0));
nav.setCameraUpVector(up);
var viewState = viewer.getState();
// viewer.restoreState(viewState);
;
turnTableToolbarButton.onClick = function (e)
started = !started;
if (started) rotateCamera()
;
Check my repo of extensions for full code based on your snippet and a live illustration.
I think what you would need here is use of requestAnimation, with your button stopping or starting the request for the new frame:
let started = false;
let rotateCamera = () =>
if (started)
requestAnimationFrame(rotateCamera);
const nav = viewer.navigation;
const up = nav.getCameraUpVector();
const axis = new THREE.Vector3(0, 0, 1);
const speed = 10.0 * Math.PI / 180;
const matrix = new THREE.Matrix4().makeRotationAxis(axis, speed * 0.1);
let pos = nav.getPosition();
pos.applyMatrix4(matrix);
up.applyMatrix4(matrix);
nav.setView(pos, new THREE.Vector3(0, 0, 0));
nav.setCameraUpVector(up);
var viewState = viewer.getState();
// viewer.restoreState(viewState);
;
turnTableToolbarButton.onClick = function (e)
started = !started;
if (started) rotateCamera()
;
Check my repo of extensions for full code based on your snippet and a live illustration.
answered Nov 14 '18 at 20:24
denis-grigordenis-grigor
23126
23126
I left your approach as is to show that it works, but I am afraid it needs some optimizations. I will do some investigations and update my repo later with a more optimal approach of what you are doing.
– denis-grigor
Nov 14 '18 at 20:30
Thanks, I used the code provided above and the model rotates perfectly now.
– Nathan Hurley
Nov 15 '18 at 9:18
add a comment |
I left your approach as is to show that it works, but I am afraid it needs some optimizations. I will do some investigations and update my repo later with a more optimal approach of what you are doing.
– denis-grigor
Nov 14 '18 at 20:30
Thanks, I used the code provided above and the model rotates perfectly now.
– Nathan Hurley
Nov 15 '18 at 9:18
I left your approach as is to show that it works, but I am afraid it needs some optimizations. I will do some investigations and update my repo later with a more optimal approach of what you are doing.
– denis-grigor
Nov 14 '18 at 20:30
I left your approach as is to show that it works, but I am afraid it needs some optimizations. I will do some investigations and update my repo later with a more optimal approach of what you are doing.
– denis-grigor
Nov 14 '18 at 20:30
Thanks, I used the code provided above and the model rotates perfectly now.
– Nathan Hurley
Nov 15 '18 at 9:18
Thanks, I used the code provided above and the model rotates perfectly now.
– Nathan Hurley
Nov 15 '18 at 9:18
add a comment |
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