Shows where the camera turns and zooms: a dotted ring on the anchor. More...
| Import Statement: | import Clayground.Lab |
The anchored orbit and the cursor zoom both act on a point the viewer chose implicitly - this makes that point visible. While a right-drag orbits, the ring sits pinned on the anchor; a wheel tick pulses it briefly where the zoom aimed.
It is a SCREEN-SPACE overlay, not scene content: a first version drew a flat ring in the world, and close up it clipped into cars, houses and parts - real geometry legitimately occludes world content, and a camera affordance must never lose that fight. Drawn as 2D it cannot z-fight, holds its pixel size at any distance for free, and reads as UI. Declare it as a direct child of the View3D (an Item child renders above the scene) with the same coordinate space as the view.
Example usage:
View3D { OrbitInput3D { id: nav; rig: rig; view: parent } CameraAnchorMark { pointer: nav } }
See also OrbitInput3D and LabStage3D.
pointer : var |
The OrbitInput3D to watch.
radiusPx : real |
Ring radius in pixels.
tone : color |
Ring and dot colour.