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+/**
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+ * @author qiao / https://github.com/qiao
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+ * @author mrdoob / http://mrdoob.com
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+ * @author alteredq / http://alteredqualia.com/
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+ * @author WestLangley / http://github.com/WestLangley
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+ * @author erich666 / http://erichaines.com
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+ */
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+
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+// This set of controls performs orbiting, dollying (zooming), and panning.
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+// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
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+//
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+// Orbit - left mouse / touch: one finger move
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+// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
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+// Pan - right mouse, or arrow keys / touch: three finger swipe
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+
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+THREE.OrbitControls = function ( object, domElement ) {
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+
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+ this.object = object;
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+
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+ this.domElement = ( domElement !== undefined ) ? domElement : document;
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+
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+ // Set to false to disable this control
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+ this.enabled = true;
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+
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+ // "target" sets the location of focus, where the object orbits around
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+ this.target = new THREE.Vector3();
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+
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+ // How far you can dolly in and out ( PerspectiveCamera only )
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+ this.minDistance = 0;
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+ this.maxDistance = Infinity;
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+
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+ // How far you can zoom in and out ( OrthographicCamera only )
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+ this.minZoom = 0;
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+ this.maxZoom = Infinity;
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+
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+ // How far you can orbit vertically, upper and lower limits.
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+ // Range is 0 to Math.PI radians.
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+ this.minPolarAngle = 0; // radians
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+ this.maxPolarAngle = Math.PI; // radians
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+
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+ // How far you can orbit horizontally, upper and lower limits.
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+ // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
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+ this.minAzimuthAngle = - Infinity; // radians
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+ this.maxAzimuthAngle = Infinity; // radians
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+
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+ // Set to true to enable damping (inertia)
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+ // If damping is enabled, you must call controls.update() in your animation loop
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+ this.enableDamping = false;
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+ this.dampingFactor = 0.25;
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+
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+ // This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
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+ // Set to false to disable zooming
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+ this.enableZoom = true;
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+ this.zoomSpeed = 1.0;
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+
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+ // Set to false to disable rotating
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+ this.enableRotate = true;
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+ this.rotateSpeed = 1.0;
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+
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+ // Set to false to disable panning
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+ this.enablePan = true;
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+ this.keyPanSpeed = 7.0; // pixels moved per arrow key push
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+
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+ // Set to true to automatically rotate around the target
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+ // If auto-rotate is enabled, you must call controls.update() in your animation loop
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+ this.autoRotate = false;
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+ this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
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+
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+ // Set to false to disable use of the keys
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+ this.enableKeys = true;
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+
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+ // The four arrow keys
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+ this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
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+
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+ // Mouse buttons
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+ this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };
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+
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+ // for reset
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+ this.target0 = this.target.clone();
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+ this.position0 = this.object.position.clone();
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+ this.zoom0 = this.object.zoom;
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+
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+ //
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+ // public methods
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+ //
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+
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+ this.getPolarAngle = function () {
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+
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+ return spherical.phi;
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+
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+ };
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+
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+ this.getAzimuthalAngle = function () {
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+
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+ return spherical.theta;
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+
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+ };
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+
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+ this.saveState = function () {
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+
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+ scope.target0.copy( scope.target );
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+ scope.position0.copy( scope.object.position );
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+ scope.zoom0 = scope.object.zoom;
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+
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+ };
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+
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+ this.reset = function () {
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+
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+ scope.target.copy( scope.target0 );
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+ scope.object.position.copy( scope.position0 );
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+ scope.object.zoom = scope.zoom0;
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+
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+ scope.object.updateProjectionMatrix();
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+ scope.dispatchEvent( changeEvent );
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+
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+ scope.update();
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+
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+ state = STATE.NONE;
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+
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+ };
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+
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+ // this method is exposed, but perhaps it would be better if we can make it private...
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+ this.update = function () {
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+
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+ var offset = new THREE.Vector3();
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+
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+ // so camera.up is the orbit axis
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+ var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
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+ var quatInverse = quat.clone().inverse();
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+
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+ var lastPosition = new THREE.Vector3();
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+ var lastQuaternion = new THREE.Quaternion();
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+
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+ return function update() {
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+
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+ var position = scope.object.position;
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+
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+ offset.copy( position ).sub( scope.target );
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+
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+ // rotate offset to "y-axis-is-up" space
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+ offset.applyQuaternion( quat );
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+
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+ // angle from z-axis around y-axis
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+ spherical.setFromVector3( offset );
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+
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+ if ( scope.autoRotate && state === STATE.NONE ) {
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+
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+ rotateLeft( getAutoRotationAngle() );
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+
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+ }
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+
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+ spherical.theta += sphericalDelta.theta;
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+ spherical.phi += sphericalDelta.phi;
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+
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+ // restrict theta to be between desired limits
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+ spherical.theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, spherical.theta ) );
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+
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+ // restrict phi to be between desired limits
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+ spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );
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+
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+ spherical.makeSafe();
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+
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+
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+ spherical.radius *= scale;
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+
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+ // restrict radius to be between desired limits
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+ spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );
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+
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+ // move target to panned location
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+ scope.target.add( panOffset );
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+
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+ offset.setFromSpherical( spherical );
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+
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+ // rotate offset back to "camera-up-vector-is-up" space
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+ offset.applyQuaternion( quatInverse );
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+
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+ position.copy( scope.target ).add( offset );
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+
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+ scope.object.lookAt( scope.target );
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+
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+ if ( scope.enableDamping === true ) {
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+
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+ sphericalDelta.theta *= ( 1 - scope.dampingFactor );
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+ sphericalDelta.phi *= ( 1 - scope.dampingFactor );
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+
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+ } else {
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+
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+ sphericalDelta.set( 0, 0, 0 );
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+
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+ }
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+
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+ scale = 1;
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+ panOffset.set( 0, 0, 0 );
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+
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+ // update condition is:
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+ // min(camera displacement, camera rotation in radians)^2 > EPS
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+ // using small-angle approximation cos(x/2) = 1 - x^2 / 8
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+
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+ if ( zoomChanged ||
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+ lastPosition.distanceToSquared( scope.object.position ) > EPS ||
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+ 8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {
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+
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+ scope.dispatchEvent( changeEvent );
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+
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+ lastPosition.copy( scope.object.position );
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+ lastQuaternion.copy( scope.object.quaternion );
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+ zoomChanged = false;
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+
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+ return true;
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+
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+ }
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+
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+ return false;
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+
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+ };
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+
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+ }();
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+
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+ this.dispose = function () {
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+
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+ scope.domElement.removeEventListener( 'contextmenu', onContextMenu, false );
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+ scope.domElement.removeEventListener( 'mousedown', onMouseDown, false );
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+ scope.domElement.removeEventListener( 'wheel', onMouseWheel, false );
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+
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+ scope.domElement.removeEventListener( 'touchstart', onTouchStart, false );
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+ scope.domElement.removeEventListener( 'touchend', onTouchEnd, false );
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+ scope.domElement.removeEventListener( 'touchmove', onTouchMove, false );
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+
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+ document.removeEventListener( 'mousemove', onMouseMove, false );
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+ document.removeEventListener( 'mouseup', onMouseUp, false );
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+
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+ window.removeEventListener( 'keydown', onKeyDown, false );
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+
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+ //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
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+
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+ };
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+
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+ //
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+ // internals
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+ //
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+
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+ var scope = this;
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+
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+ var changeEvent = { type: 'change' };
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+ var startEvent = { type: 'start' };
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+ var endEvent = { type: 'end' };
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+
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+ var STATE = { NONE: - 1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 };
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+
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+ var state = STATE.NONE;
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+
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+ var EPS = 0.000001;
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+
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+ // current position in spherical coordinates
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+ var spherical = new THREE.Spherical();
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+ var sphericalDelta = new THREE.Spherical();
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+
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+ var scale = 1;
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+ var panOffset = new THREE.Vector3();
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+ var zoomChanged = false;
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+
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+ var rotateStart = new THREE.Vector2();
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+ var rotateEnd = new THREE.Vector2();
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+ var rotateDelta = new THREE.Vector2();
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+
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+ var panStart = new THREE.Vector2();
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+ var panEnd = new THREE.Vector2();
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+ var panDelta = new THREE.Vector2();
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+
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+ var dollyStart = new THREE.Vector2();
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+ var dollyEnd = new THREE.Vector2();
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+ var dollyDelta = new THREE.Vector2();
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+
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+ function getAutoRotationAngle() {
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+
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+ return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
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+
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+ }
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+
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+ function getZoomScale() {
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+
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+ return Math.pow( 0.95, scope.zoomSpeed );
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+
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+ }
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+
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+ function rotateLeft( angle ) {
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+
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+ sphericalDelta.theta -= angle;
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+
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+ }
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+
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+ function rotateUp( angle ) {
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+
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+ sphericalDelta.phi -= angle;
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+
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+ }
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+
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+ var panLeft = function () {
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+
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+ var v = new THREE.Vector3();
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+
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+ return function panLeft( distance, objectMatrix ) {
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+
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+ v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
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+ v.multiplyScalar( - distance );
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+
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+ panOffset.add( v );
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+
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+ };
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+
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+ }();
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+
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+ var panUp = function () {
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+
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+ var v = new THREE.Vector3();
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+
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+ return function panUp( distance, objectMatrix ) {
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+
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+ v.setFromMatrixColumn( objectMatrix, 1 ); // get Y column of objectMatrix
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+ v.multiplyScalar( distance );
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+
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+ panOffset.add( v );
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+
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+ };
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+
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+ }();
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+
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+ // deltaX and deltaY are in pixels; right and down are
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