Comments (2)
yes, you understood correctly - thanks for clarifying this!
This was not a hard requirement, so it doesn't matter too much for my particular project.
I look into Kevins Controls also, thanks for pointing this out.
Closing this.
from aframe-orbit-controls-component.
Hey @dirkk0,
if i understand you correctly then what you are trying to achieve is not possible with Orbit Controls. This component takes a camera and moves it on a sphere around the target. The target object itself is not manipulated in any way. Due to the nature of the camera movement it will always feel different from freely rotating an object.
If you want object rotation with inertia, i fear you have to search elsewhere or roll your own solution.
Maybe i do not fully grasp what you're trying to achieve. If so, then please provide some more information what behaviour you expect.
Apart from that, i recommend you use this Orbit Controls lib instead, as it is far more performant.
from aframe-orbit-controls-component.
Related Issues (20)
- feature request - inverted zoom option HOT 2
- Gyroscope while in VR HOT 3
- Unable to zoom in and out in PC or Mobile browsers HOT 2
- Feature request for deskop and mobile a-sky zoom-in and zoom-out HOT 6
- pointerevents for touch devices HOT 4
- Orbit controls break if using an <a-assets> container HOT 4
- README points to v0.1.8 on the CDN, but latest ver is 0.1.7 HOT 1
- I can't load the component dynamically HOT 5
- Does not work on A-Frame 0.7 HOT 6
- Check for already at desiredPosition returns false positives sometimes HOT 2
- Distance property does not seem to be working
- Listen to zoom event HOT 1
- Cant rotate around object in VR mode (Cardboard) HOT 2
- Can't rotate when obj model is rendered in wireframe HOT 4
- Issue when play is triggered after sceneEl renderstart event
- Use targets world position instead of local HOT 1
- Zoom need click
- Forcing the camera to go back behind the object quickly HOT 2
- Model pivot changed after using orbit controls. And model and camera's position changing affects its z and not x and y position.
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from aframe-orbit-controls-component.