Rotate camera around model in Autodesk Forge










0















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);
;









share|improve this question




























    0















    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);
    ;









    share|improve this question


























      0












      0








      0








      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);
      ;









      share|improve this question
















      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






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      edited Nov 23 '18 at 10:10







      Nathan Hurley

















      asked Nov 14 '18 at 11:44









      Nathan HurleyNathan Hurley

      476




      476






















          1 Answer
          1






          active

          oldest

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          0














          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.






          share|improve this answer























          • 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










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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          0














          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.






          share|improve this answer























          • 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















          0














          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.






          share|improve this answer























          • 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













          0












          0








          0







          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.






          share|improve this answer













          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.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          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

















          • 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



















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