I will try to work again on it
If I find a solution I will share it here
by user 224464722878005248
I will try to work again on it
If I find a solution I will share it here
by user 224464722878005248
Typically gizmos are implemented like this:
Hellooo
I got news, think I find how
Here the code I started, from now it’s only tests with translation but it seems working. (I will work for rotation guizmo now)
You can change the arrow appearance, it works with every direction, you can change the translation scale and it’s calulated with the camera proximity and matrixWorld of the object to prevent for being children etc
Just a detail, I tried to randomized rotation of the parent + local position of my test object (cube) + rotation of my test object.
But if I try to do :
this.context.scene.add(parentObject);
parentObject.add(this.gameObject);
my pointer events doesn’t work anymore, do you know why ?
by user 224464722878005248
I tried to do the same with rotation gizmo but I’m not sure about the mouse following.
if you have a solution for better mouse traking for rotation gizmo
And this :
this.context.scene.add(parentObject);
parentObject.add(this.gameObject);
Which break the pointerEvent functions
by user 224464722878005248