Repro steps
- Save
framer.html
andframed.html
locally (inlined below); framer just has an iframe that loads framed, which runs the stock playground example code. - Open
framer.html
in any Chromium browser. - Start a drag inside the iframe to rotate the camera.
- Finish the drag outside the iframe and mouse up.
- Mouse over the iframe again.
Result: camera pivots as though you were still dragging with the mouse down.
Expect: camera pivoting to be canceled since the mouse button isn’t down anymore.
In this case the browser doesn’t send the mouseup
event since it happens outside of the iframe, but it does send a lostpointercapture
event when the mouse re-enters the iframe. Presumably each of the places that does a setPointerCapture
needs to also listen for lostpointercapture
. I’ve verified manually (but hackily, which is why this is a bug report and not a PR) that canceling the drag on lostpointercapture
does fix the issue.
framer.html
<html>
<head>
</head>
<body>
<iframe width="50%" height="50%" src="framed.html">
</iframe>
</body>
</html>
framed.html
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
<title>Babylon Template</title>
<style>
html, body {
overflow: hidden;
width: 100%;
height: 100%;
margin: 0;
padding: 0;
}
#renderCanvas {
width: 100%;
height: 100%;
touch-action: none;
}
</style>
<script src="https://preview.babylonjs.com/babylon.js"></script>
<script src="https://preview.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>
<script src="https://code.jquery.com/pep/0.4.3/pep.js"></script>
</head>
<body>
<canvas id="renderCanvas" touch-action="none"></canvas> <!-- touch-action="none" for best results from PEP -->
<script>
var canvas = document.getElementById("renderCanvas"); // Get the canvas element
var engine = new BABYLON.Engine(canvas, true); // Generate the BABYLON 3D engine
/******* Add the create scene function ******/
var createScene = function () {
// This creates a basic Babylon Scene object (non-mesh)
var scene = new BABYLON.Scene(engine);
// This creates and positions a free camera (non-mesh)
var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene);
// This targets the camera to scene origin
camera.setTarget(BABYLON.Vector3.Zero());
// This attaches the camera to the canvas
camera.attachControl(canvas, true);
// This creates a light, aiming 0,1,0 - to the sky (non-mesh)
var light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);
// Default intensity is 1. Let's dim the light a small amount
light.intensity = 0.7;
// Our built-in 'sphere' shape.
var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", {diameter: 2, segments: 32}, scene);
// Move the sphere upward 1/2 its height
sphere.position.y = 1;
// Our built-in 'ground' shape.
var ground = BABYLON.MeshBuilder.CreateGround("ground", {width: 6, height: 6}, scene);
return scene;
};
/******* End of the create scene function ******/
var scene = createScene(); //Call the createScene function
// Register a render loop to repeatedly render the scene
engine.runRenderLoop(function () {
scene.render();
});
// Watch for browser/canvas resize events
window.addEventListener("resize", function () {
engine.resize();
});
</script>
</body>
</html>