Open jflund opened 6 years ago
I'm unable to reproduce the first bug. Zooming works fine for me.
The second result requires some debate. I think the system you're proposing is more magical and less logical than our current solution. I think we have to keep it as simple as possible. If the point of rotation depends on the position of the models on the scene and their relation to the camera position and such, I think it will become very difficult to use. Especially if you have multi-extrusion prints where the meshes are wound around each other, or when multiple models intersect or have a surface Z-fighting in the same plane.
Thank you for reading my comment. Maybe it was too complex, but I am honestly finding this unusable. So will you try to do something for me? I am not sure why others aren't having the same problem. Maybe I am not understanding, but I have used a lot of 3D apps, and this is the only one I find unusable.
1) Will you open a file and click on the Top-Down view button to orient above the model. 2) Then zoom in on an area of the model, any area, by sliding 2 fingers up on the trackpad with the cursor over that area of the model. 3) Now, pretend you want to inspect the front edge of the model while zoomed in. To do so you click and hold and slide two fingers up. Instead of rotating about the point on the build plate that the cursor is pointing to (I would argue the expected result), the view rotates about a point behind the build plate (I have figured out it is rotating about the spot that the build plate was immediately after clicking the top-down button.
The result is that instead of orbiting about your area of interest, the entire build plate flies off the top of the screen and becomes lost. It makes it impossible to zoom in on areas of the model that aren't printing properly and the looking around to see how it is supported, etc. I cannot believe that orbiting about a point way, way behind the build plate is the intended behavior. I can upload a video if you can't reproduce it.
I agree that it seems at first glance that orbiting differently depending on where a model is seems complex at first, but the result is that you actually orbit about the spot the mouse cursor is touching. This is extremely intuitive and is exactly how SketchUp works.
Simplified recommendation: However, SketchUp doesn't have a "build plate", so to keep your code simple, at a minimum I believe you should orbit about the plane the build plate is currently in, not about the plane it was in before zooming in on the model. To implement this you would only need to make a simple change in the order in which you multiply your view matrices from the way it is currently being done.
Application Version 3.4.1
Platform Mac (High Sierra)
Printer Ultimaker 3
Steps to Reproduce Open any model and try to navigate around the model (zoom, rotate, etc.)
Actual Results
Expected results
Additional Information Just make the camera movement natural. As of this latest release (3.4) it is highly difficult to use.