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View Orientation problems #4

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AVA3d opened this issue May 25, 2021 · 4 comments · May be fixed by #7
Open

View Orientation problems #4

AVA3d opened this issue May 25, 2021 · 4 comments · May be fixed by #7
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bug Something isn't working enhancement New feature or request

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@AVA3d
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AVA3d commented May 25, 2021

Hello Thomas,
Very cool addon! Thank you!
But I've noticed some zoom problems while I'm switching views with both Perspective/Perspective with Ortho Faces on:
https://user-images.githubusercontent.com/84742853/119456481-258f8f80-bd54-11eb-9e71-3d92f43392b8.mp4
Can this be fixed?

Regards,
Antony

@thomasa88
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Thanks for reporting this.

The current Look At uses built-in Fusion 360 functionality, while I'm looking into doing some camera movements "manually" instead. I have been pondering how the camera position/distance should be affected. For example, when editing a sketch, I want the view to rotate but not change the zoom in any way, around .. some point.

In your case, did you expect the zoom level to be kept or to be zoomed out so the current active component(?) is fully visible?

@AVA3d
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AVA3d commented Jun 27, 2021

I believe it would be the best if it keeps current zoom level (view). If we need to zoom out, we can always use Fit command

@thomasa88
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I have been pondering this some more. The problem with rotating about something is that I need to figure out what to rotate about.

Fusion provides two points: an "eye" and a "target" to look at. These basically draw a line in space. However the "target" is arbitrary, not related to the objects in the scene, so the add-in must figure out what the user is looking at. My current thinking is to "project" a cylinder from the current "eye" (not just a line, in case the target object has holes) and see what it hits. The first thing it hits will be the rotation point (possible, the center of mass of that thing).

@thomasa88 thomasa88 added bug Something isn't working enhancement New feature or request labels Jul 5, 2021
@Zxynine Zxynine linked a pull request Dec 22, 2021 that will close this issue
@Zxynine
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Zxynine commented Dec 22, 2021

I have been pondering this some more. The problem with rotating about something is that I need to figure out what to rotate about.

Fusion provides two points: an "eye" and a "target" to look at. These basically draw a line in space. However the "target" is arbitrary, not related to the objects in the scene, so the add-in must figure out what the user is looking at. My current thinking is to "project" a cylinder from the current "eye" (not just a line, in case the target object has holes) and see what it hits. The first thing it hits will be the rotation point (possible, the center of mass of that thing).

No need, If you have a look at the pull request, it should keep the proper target but change the orientation. It keeps the zoom at the appropriate level too.

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3 participants