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Thanks for the feedback!

Imagine you're spinning a globe with your finger. Obviously not much would happen if you poked outside the globe.

And while your finger is on the globe, you can't point at the sky (unless you finger is, well, stuck to the globe while you're rotating it - pointing to the sky would let go of the globe).

This is what you're doing here, and absolutely, I should add a visual representation for the globe and where you're poking it when you hold the mouse button down.

You feel "stuck" when the cursor attempts to leave the globe. And moving the cursor around that boundary is how you rotate around the axis facing poking from the screen.

This behavior can be changed/customized to an extent, I picked what felt good to me here.




> Imagine you're spinning a globe with your finger. Obviously not much would happen if you poked outside the globe.

And this is why arcball is not a good solution. I'm not putting my finger on a global. I'm spinning a world, terrain, airplane, etc. There's no "ball" so arc"ball" doesn't fit.

It gets worse. What if there is a ball but it's say 4 cm across on my screen. When I rotate with "arcball" am I touch that ball or some imaginary ball much larger than the visible ball. This problem exists all over depending on the thing I'm trying to rotate, arcball won't match.


> I'm spinning a world [...] there's no "ball"

I don't think I understand you, unless you insist that the Earth is flat :)

>It gets worse. What if there is a ball but it's say 4 cm across on my screen.

Then you zoom in / adjust gizmo size / etc. Surely any interface can be made unusable if you shrink it down far enough.

The arcball gizmo is usually visible; I was too lazy to paint a nice one in a bare-bones demo.




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