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OrbitControls: update state on pointer up #27425

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merged 1 commit into from
Dec 24, 2023
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sciecode
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@sciecode sciecode commented Dec 22, 2023

Currently, whenever a 2-touch event is in progress and only one 1 pointer is removed, the controls won't properly re-initiate the configured 1-touch event; which leads to unresponsiveness.

This PR addresses this issue, by properly re-initiating states when necessary. At first I thought this could be related to #27333. Although, I'm not too sure anymore.

If anyone with compatible devices could test, I would appreciate it. I would like to investigate that issue, but I can only speculate as to the causes without access to a device that can replicate it.

Live Example - PR

https://rawcdn.githack.com/sciecode/three.js/ec4b8f713bf4cc5238e5c66e5b5d8c66191fe5f7/examples/misc_controls_orbit.html

Signed-off-by: Guilherme Avila <3927951+sciecode@users.noreply.github.com>
@Mugen87
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Mugen87 commented Dec 23, 2023

I've tested OrbitControls with a Quest 2 today. #27420 did not fix #27333 so I can still see the interaction bug with r160.

Unfortunately, this PR does also not fix #27333. The problems described in #27333 are still present.

@Mugen87
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Mugen87 commented Dec 23, 2023

Currently, whenever a 2-touch event is in progress and only one 1 pointer is removed, the controls won't properly re-initiate the configured 1-touch event; which leads to unresponsiveness.

Is it possible to demonstrate this issue with a mobile phone? TBH, I have not experienced an issue in this context so far. Is there something specific I has to do in order to reproduce the unresponsiveness?

@mrdoob
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mrdoob commented Dec 23, 2023

I can definitely reproduce what this PR fixes.

  1. Orbit the camera with one finger
  2. Without releasing the first finger, use to fingers to go to pan/zoom mode.
  3. Release the second dinner to go back to orbit mode.

Without this PR the camera no longer moves even if one finger is still touching:
https://threejs.org/examples/?q=orbit#misc_controls_map

With this PR we are back in orbit mode:
https://rawcdn.githack.com/sciecode/three.js/ec4b8f713bf4cc5238e5c66e5b5d8c66191fe5f7/examples/misc_controls_map.html

@sciecode
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What mrdoob described is precisely the use case being fixed here. 👍🏽

@Mugen87 Mugen87 added this to the r161 milestone Dec 23, 2023
@Mugen87 Mugen87 merged commit 1cd56c4 into mrdoob:dev Dec 24, 2023
11 checks passed
@sciecode sciecode deleted the dev-orbit-state branch December 24, 2023 18:53
@mrdoob
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mrdoob commented Dec 26, 2023

@sciecode What do you think of this version?

function onPointerUp( event ) {

	removePointer( event );

	switch ( pointers.length ) {

		case 1:

			if ( event.pointerType === 'touch' ) {

				const pointerId = pointers[ 0 ];
				const position = pointerPositions[ pointerId ];

				// minimal placeholder event - allows state correction on pointer-up
				onTouchStart( { pointerId: pointerId, pageX: position.x, pageY: position.y } );

			}

			break;

		case 0:

			scope.domElement.releasePointerCapture( event.pointerId );
			scope.domElement.removeEventListener( 'pointermove', onPointerMove );
			scope.domElement.removeEventListener( 'pointerup', onPointerUp );

			scope.dispatchEvent( _endEvent );

			state = STATE.NONE;

			break;

	}

}

Your code dispatches a _endEvent even when one touch is still active.

@sciecode
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sciecode commented Dec 26, 2023

Sure, I actually wasn't certain if we should invoke an end event there or not.

But I don't understand why we need to validate for pointerType === 'touch' there. If the event is triggered by a pen, for example, it would fail and be stuck in an invalid state, cause neither case would run.

Mouse events would never reach the case where there are more than 1 pointer active. Perhaps I misunderstood something?


Hmm, I just noticed we only treat touch events as possible multiple pointers. So a pen event would already be mistreated by other eventListeners. I'll see if I can adjust that on a future PR.

@mrdoob
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mrdoob commented Dec 28, 2023

But I don't understand why we need to validate for pointerType === 'touch' there.

It just makes the code easier to understand IMHO.

AdaRoseCannon pushed a commit to AdaRoseCannon/three.js that referenced this pull request Jan 15, 2024
Signed-off-by: Guilherme Avila <3927951+sciecode@users.noreply.github.com>
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