RollControls.js 6.5 KB

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  1. /**
  2. * @author mikael emtinger / http://gomo.se/
  3. * @author alteredq / http://alteredqualia.com/
  4. */
  5. THREE.RollControls = function ( object, domElement ) {
  6. this.object = object;
  7. this.domElement = ( domElement !== undefined ) ? domElement : document;
  8. // API
  9. this.mouseLook = true;
  10. this.autoForward = false;
  11. this.lookSpeed = 1;
  12. this.movementSpeed = 1;
  13. this.rollSpeed = 1;
  14. this.constrainVertical = [ -0.9, 0.9 ];
  15. // disable default target object behavior
  16. this.object.matrixAutoUpdate = false;
  17. // internals
  18. this.forward = new THREE.Vector3( 0, 0, 1 );
  19. this.roll = 0;
  20. var xTemp = new THREE.Vector3();
  21. var yTemp = new THREE.Vector3();
  22. var zTemp = new THREE.Vector3();
  23. var rollMatrix = new THREE.Matrix4();
  24. var doRoll = false, rollDirection = 1, forwardSpeed = 0, sideSpeed = 0, upSpeed = 0;
  25. var mouseX = 0, mouseY = 0;
  26. var windowHalfX = 0;
  27. var windowHalfY = 0;
  28. //
  29. this.handleResize = function () {
  30. windowHalfX = window.innerWidth / 2;
  31. windowHalfY = window.innerHeight / 2;
  32. };
  33. // custom update
  34. this.update = function ( delta ) {
  35. if ( this.mouseLook ) {
  36. var actualLookSpeed = delta * this.lookSpeed;
  37. this.rotateHorizontally( actualLookSpeed * mouseX );
  38. this.rotateVertically( actualLookSpeed * mouseY );
  39. }
  40. var actualSpeed = delta * this.movementSpeed;
  41. var forwardOrAuto = ( forwardSpeed > 0 || ( this.autoForward && ! ( forwardSpeed < 0 ) ) ) ? 1 : forwardSpeed;
  42. this.object.translateZ( -actualSpeed * forwardOrAuto );
  43. this.object.translateX( actualSpeed * sideSpeed );
  44. this.object.translateY( actualSpeed * upSpeed );
  45. if( doRoll ) {
  46. this.roll += this.rollSpeed * delta * rollDirection;
  47. }
  48. // cap forward up / down
  49. if( this.forward.y > this.constrainVertical[ 1 ] ) {
  50. this.forward.y = this.constrainVertical[ 1 ];
  51. this.forward.normalize();
  52. } else if( this.forward.y < this.constrainVertical[ 0 ] ) {
  53. this.forward.y = this.constrainVertical[ 0 ];
  54. this.forward.normalize();
  55. }
  56. // construct unrolled camera matrix
  57. zTemp.copy( this.forward );
  58. yTemp.set( 0, 1, 0 );
  59. xTemp.cross( yTemp, zTemp ).normalize();
  60. yTemp.cross( zTemp, xTemp ).normalize();
  61. this.object.matrix.elements[0] = xTemp.x; this.object.matrix.elements[4] = yTemp.x; this.object.matrix.elements[8] = zTemp.x;
  62. this.object.matrix.elements[1] = xTemp.y; this.object.matrix.elements[5] = yTemp.y; this.object.matrix.elements[9] = zTemp.y;
  63. this.object.matrix.elements[2] = xTemp.z; this.object.matrix.elements[6] = yTemp.z; this.object.matrix.elements[10] = zTemp.z;
  64. // calculate roll matrix
  65. rollMatrix.identity();
  66. rollMatrix.elements[0] = Math.cos( this.roll ); rollMatrix.elements[4] = -Math.sin( this.roll );
  67. rollMatrix.elements[1] = Math.sin( this.roll ); rollMatrix.elements[5] = Math.cos( this.roll );
  68. // multiply camera with roll
  69. this.object.matrix.multiplySelf( rollMatrix );
  70. this.object.matrixWorldNeedsUpdate = true;
  71. // set position
  72. this.object.matrix.elements[12] = this.object.position.x;
  73. this.object.matrix.elements[13] = this.object.position.y;
  74. this.object.matrix.elements[14] = this.object.position.z;
  75. };
  76. this.translateX = function ( distance ) {
  77. this.object.position.x += this.object.matrix.elements[0] * distance;
  78. this.object.position.y += this.object.matrix.elements[1] * distance;
  79. this.object.position.z += this.object.matrix.elements[2] * distance;
  80. };
  81. this.translateY = function ( distance ) {
  82. this.object.position.x += this.object.matrix.elements[4] * distance;
  83. this.object.position.y += this.object.matrix.elements[5] * distance;
  84. this.object.position.z += this.object.matrix.elements[6] * distance;
  85. };
  86. this.translateZ = function ( distance ) {
  87. this.object.position.x -= this.object.matrix.elements[8] * distance;
  88. this.object.position.y -= this.object.matrix.elements[9] * distance;
  89. this.object.position.z -= this.object.matrix.elements[10] * distance;
  90. };
  91. this.rotateHorizontally = function ( amount ) {
  92. // please note that the amount is NOT degrees, but a scale value
  93. xTemp.set( this.object.matrix.elements[0], this.object.matrix.elements[1], this.object.matrix.elements[2] );
  94. xTemp.multiplyScalar( amount );
  95. this.forward.subSelf( xTemp );
  96. this.forward.normalize();
  97. };
  98. this.rotateVertically = function ( amount ) {
  99. // please note that the amount is NOT degrees, but a scale value
  100. yTemp.set( this.object.matrix.elements[4], this.object.matrix.elements[5], this.object.matrix.elements[6] );
  101. yTemp.multiplyScalar( amount );
  102. this.forward.addSelf( yTemp );
  103. this.forward.normalize();
  104. };
  105. function onKeyDown( event ) {
  106. //event.preventDefault();
  107. switch ( event.keyCode ) {
  108. case 38: /*up*/
  109. case 87: /*W*/ forwardSpeed = 1; break;
  110. case 37: /*left*/
  111. case 65: /*A*/ sideSpeed = -1; break;
  112. case 40: /*down*/
  113. case 83: /*S*/ forwardSpeed = -1; break;
  114. case 39: /*right*/
  115. case 68: /*D*/ sideSpeed = 1; break;
  116. case 81: /*Q*/ doRoll = true; rollDirection = 1; break;
  117. case 69: /*E*/ doRoll = true; rollDirection = -1; break;
  118. case 82: /*R*/ upSpeed = 1; break;
  119. case 70: /*F*/ upSpeed = -1; break;
  120. }
  121. };
  122. function onKeyUp( event ) {
  123. switch( event.keyCode ) {
  124. case 38: /*up*/
  125. case 87: /*W*/ forwardSpeed = 0; break;
  126. case 37: /*left*/
  127. case 65: /*A*/ sideSpeed = 0; break;
  128. case 40: /*down*/
  129. case 83: /*S*/ forwardSpeed = 0; break;
  130. case 39: /*right*/
  131. case 68: /*D*/ sideSpeed = 0; break;
  132. case 81: /*Q*/ doRoll = false; break;
  133. case 69: /*E*/ doRoll = false; break;
  134. case 82: /*R*/ upSpeed = 0; break;
  135. case 70: /*F*/ upSpeed = 0; break;
  136. }
  137. };
  138. function onMouseMove( event ) {
  139. mouseX = ( event.clientX - windowHalfX ) / window.innerWidth;
  140. mouseY = ( event.clientY - windowHalfY ) / window.innerHeight;
  141. };
  142. function onMouseDown ( event ) {
  143. event.preventDefault();
  144. event.stopPropagation();
  145. switch ( event.button ) {
  146. case 0: forwardSpeed = 1; break;
  147. case 2: forwardSpeed = -1; break;
  148. }
  149. };
  150. function onMouseUp ( event ) {
  151. event.preventDefault();
  152. event.stopPropagation();
  153. switch ( event.button ) {
  154. case 0: forwardSpeed = 0; break;
  155. case 2: forwardSpeed = 0; break;
  156. }
  157. };
  158. this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
  159. this.domElement.addEventListener( 'mousemove', onMouseMove, false );
  160. this.domElement.addEventListener( 'mousedown', onMouseDown, false );
  161. this.domElement.addEventListener( 'mouseup', onMouseUp, false );
  162. this.domElement.addEventListener( 'keydown', onKeyDown, false );
  163. this.domElement.addEventListener( 'keyup', onKeyUp, false );
  164. this.handleResize();
  165. };