which allows the camera to zoom and the auto rotate camera keeps going…
…but I can’t find anything in the API docs about doing the same for other interactions.
I would like to click a button on the GUI to drop a sphere without disrupting the camera’s autoRotationBehavior, while keeping the built-in ArcRotateCamera controls to adjust the camera or zoom in/out if wanted.
Is that possible?
I’ve tried “.idleRotationWaitTime” to zero and everything, I’ve Google’d it, and have actually spent some time researching this to become quite adept with camera settings but this seems to be a deliberate design choice that I can’t figure out.
Starting to feel like an interloper here, will someone at least say hello? Is there anything I can do to improve the quality of my post/question? I could do videos and screenshots but seems unnecessary with the included PG.
Huh…Hello Sry, it’s the weekend and also holidays period
I don’t think the wait has been that long (compared to other forums)
And at least you got THE answer above. Likely the best answer you can get.
Based on? I understand it can feel a bit cumbersome (or unconventional) but I think the explanation (or sense) as been given above (or below - quote)
Now, if you are unhappy with this solution/method, I’m sure We (the Team & the Community) and then @PolygonalSun (for more info on pointers)… we all would gladly take your contribution towards improving pointer interactions and camera handling in scene You can take this as an invitation or… a challenge The choice is yours and meanwhile, have a great day
You can achieve this by handling the camera’s input priority properly. The reason the auto-rotation stops when clicking is that user interaction is taking over control. However, you can override this behavior by re-enabling auto-rotation after interaction using an event listener.
Try adding this after your button click event:
javascript
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setTimeout(() => {
camera.autoRotationBehavior.idleRotationSpeed = 0.1; // Restart rotation
}, 100);
This small delay ensures the interaction doesn’t completely halt the rotation behavior. You might also want to look into camera.attachControl(canvas, true) after the interaction to re-enable smooth rotation. Just like how precise countersink tools help in creating clean and accurate holes without disrupting the surface, tweaking camera controls properly ensures smooth and uninterrupted behavior in your application. Hope this helps, and let me know if you need further refinements!