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- import {Viewport} from "../Viewport.js";
- import {Pointer} from "../input/Pointer.js";
- import {Vector2} from "../math/Vector2.js";
- /**
- * Viewport controls are used to allow the user to control the viewport.
- *
- * @class
- * @param {Viewport} viewport
- */
- function ViewportControls(viewport)
- {
- /**
- * Viewport being controlled by this object.
- */
- this.viewport = viewport;
- /**
- * Button used to drag and viewport around.
- *
- * On touch enabled devices the touch event is represented as a LEFT button.
- */
- this.dragButton = Pointer.RIGHT;
- /**
- * Is set to true allow the viewport to be scalled.
- *
- * Scaling is performed using the pointer scroll.
- */
- this.allowScale = true;
- /**
- * Flag to indicate if the viewport should move when scalling.
- *
- * For some application its easier to focus the target if the viewport moves to the pointer location while scalling.
- */
- this.moveOnScale = false;
- /**
- * If true allows the viewport to be rotated.
- *
- * Rotation is performed by holding the RIGHT and LEFT pointer buttons and rotating around the initial point.
- */
- this.allowRotation = true;
- /**
- * Value of the initial point of rotation if the viewport is being rotated.
- *
- * Is set to null when the viewport is not being rotated.
- */
- this.rotationPoint = null;
- /**
- * Initial rotation of the viewport.
- */
- this.rotationInitial = 0;
- }
- /**
- * Update the viewport controls using the pointer object.
- *
- * Should be called every frame before rendering.
- *
- * @param {Pointer} pointer
- */
- ViewportControls.prototype.update = function(pointer)
- {
- // Scale
- if(this.allowScale && pointer.wheel !== 0)
- {
- var scale = pointer.wheel * 1e-3 * this.viewport.scale;
- this.viewport.scale -= scale;
- this.viewport.matrixNeedsUpdate = true;
- // Move on scale
- if(this.moveOnScale && pointer.canvas !== null)
- {
- this.viewport.updateMatrix();
- var pointerWorld = this.viewport.inverseMatrix.transformPoint(pointer.position);
- var centerWorld = new Vector2(pointer.canvas.width / 2.0, pointer.canvas.height / 2.0);
- centerWorld = this.viewport.inverseMatrix.transformPoint(centerWorld);
- var delta = pointerWorld.clone();
- delta.sub(centerWorld);
- delta.multiplyScalar(0.1);
- this.viewport.position.sub(delta);
- this.viewport.matrixNeedsUpdate = true;
- }
- }
- // Rotation
- if(this.allowRotation && pointer.buttonPressed(Pointer.RIGHT) && pointer.buttonPressed(Pointer.LEFT))
- {
- // Rotation pivot
- if(this.rotationPoint === null)
- {
- this.rotationPoint = pointer.position.clone();
- this.rotationInitial = this.viewport.rotation;
- }
- else
- {
- var pointer = pointer.position.clone();
- pointer.sub(this.rotationPoint);
- this.viewport.rotation = this.rotationInitial + pointer.angle();
- this.viewport.matrixNeedsUpdate = true;
- }
- }
- // Drag
- else
- {
- this.rotationPoint = null;
- if(pointer.buttonPressed(this.dragButton))
- {
- this.viewport.position.x += pointer.delta.x;
- this.viewport.position.y += pointer.delta.y;
- this.viewport.matrixNeedsUpdate = true;
- }
- }
- };
- export {ViewportControls};
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