RollControls.js 6.7 KB

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  1. /**
  2. * @author mikael emtinger / http://gomo.se/
  3. * @author alteredq / http://alteredqualia.com/
  4. *
  5. * Eye is fixed in position, camera's up is fixed to +Y, direction is constantly
  6. * updated, with direction of mouse on screen compared to screen's center determining
  7. * the direction of drift.
  8. */
  9. THREE.RollControls = function ( object, domElement ) {
  10. this.object = object;
  11. this.domElement = ( domElement !== undefined ) ? domElement : document;
  12. // API
  13. this.mouseLook = true;
  14. this.autoForward = false;
  15. this.lookSpeed = 1;
  16. this.movementSpeed = 1;
  17. this.rollSpeed = 1;
  18. this.constrainVertical = [ -0.9, 0.9 ];
  19. // disable default target object behavior
  20. this.object.matrixAutoUpdate = false;
  21. // internals
  22. this.forward = new THREE.Vector3( 0, 0, 1 );
  23. this.roll = 0;
  24. var xTemp = new THREE.Vector3();
  25. var yTemp = new THREE.Vector3();
  26. var zTemp = new THREE.Vector3();
  27. var rollMatrix = new THREE.Matrix4();
  28. var doRoll = false, rollDirection = 1, forwardSpeed = 0, sideSpeed = 0, upSpeed = 0;
  29. var mouseX = 0, mouseY = 0;
  30. var windowHalfX = 0;
  31. var windowHalfY = 0;
  32. //
  33. this.handleResize = function () {
  34. windowHalfX = window.innerWidth / 2;
  35. windowHalfY = window.innerHeight / 2;
  36. };
  37. // custom update
  38. this.update = function ( delta ) {
  39. if ( this.mouseLook ) {
  40. var actualLookSpeed = delta * this.lookSpeed;
  41. this.rotateHorizontally( actualLookSpeed * mouseX );
  42. this.rotateVertically( actualLookSpeed * mouseY );
  43. }
  44. var actualSpeed = delta * this.movementSpeed;
  45. var forwardOrAuto = ( forwardSpeed > 0 || ( this.autoForward && ! ( forwardSpeed < 0 ) ) ) ? 1 : forwardSpeed;
  46. this.object.translateZ( -actualSpeed * forwardOrAuto );
  47. this.object.translateX( actualSpeed * sideSpeed );
  48. this.object.translateY( actualSpeed * upSpeed );
  49. if( doRoll ) {
  50. this.roll += this.rollSpeed * delta * rollDirection;
  51. }
  52. // cap forward up / down
  53. if( this.forward.y > this.constrainVertical[ 1 ] ) {
  54. this.forward.y = this.constrainVertical[ 1 ];
  55. this.forward.normalize();
  56. } else if( this.forward.y < this.constrainVertical[ 0 ] ) {
  57. this.forward.y = this.constrainVertical[ 0 ];
  58. this.forward.normalize();
  59. }
  60. // construct unrolled camera matrix
  61. zTemp.copy( this.forward );
  62. yTemp.set( 0, 1, 0 );
  63. xTemp.crossVectors( yTemp, zTemp ).normalize();
  64. yTemp.crossVectors( zTemp, xTemp ).normalize();
  65. this.object.matrix.elements[0] = xTemp.x; this.object.matrix.elements[4] = yTemp.x; this.object.matrix.elements[8] = zTemp.x;
  66. this.object.matrix.elements[1] = xTemp.y; this.object.matrix.elements[5] = yTemp.y; this.object.matrix.elements[9] = zTemp.y;
  67. this.object.matrix.elements[2] = xTemp.z; this.object.matrix.elements[6] = yTemp.z; this.object.matrix.elements[10] = zTemp.z;
  68. // calculate roll matrix
  69. rollMatrix.identity();
  70. rollMatrix.elements[0] = Math.cos( this.roll ); rollMatrix.elements[4] = -Math.sin( this.roll );
  71. rollMatrix.elements[1] = Math.sin( this.roll ); rollMatrix.elements[5] = Math.cos( this.roll );
  72. // multiply camera with roll
  73. this.object.matrix.multiply( rollMatrix );
  74. this.object.matrixWorldNeedsUpdate = true;
  75. // set position
  76. this.object.matrix.elements[12] = this.object.position.x;
  77. this.object.matrix.elements[13] = this.object.position.y;
  78. this.object.matrix.elements[14] = this.object.position.z;
  79. };
  80. this.translateX = function ( distance ) {
  81. this.object.position.x += this.object.matrix.elements[0] * distance;
  82. this.object.position.y += this.object.matrix.elements[1] * distance;
  83. this.object.position.z += this.object.matrix.elements[2] * distance;
  84. };
  85. this.translateY = function ( distance ) {
  86. this.object.position.x += this.object.matrix.elements[4] * distance;
  87. this.object.position.y += this.object.matrix.elements[5] * distance;
  88. this.object.position.z += this.object.matrix.elements[6] * distance;
  89. };
  90. this.translateZ = function ( distance ) {
  91. this.object.position.x -= this.object.matrix.elements[8] * distance;
  92. this.object.position.y -= this.object.matrix.elements[9] * distance;
  93. this.object.position.z -= this.object.matrix.elements[10] * distance;
  94. };
  95. this.rotateHorizontally = function ( amount ) {
  96. // please note that the amount is NOT degrees, but a scale value
  97. xTemp.set( this.object.matrix.elements[0], this.object.matrix.elements[1], this.object.matrix.elements[2] );
  98. xTemp.multiplyScalar( amount );
  99. this.forward.sub( xTemp );
  100. this.forward.normalize();
  101. };
  102. this.rotateVertically = function ( amount ) {
  103. // please note that the amount is NOT degrees, but a scale value
  104. yTemp.set( this.object.matrix.elements[4], this.object.matrix.elements[5], this.object.matrix.elements[6] );
  105. yTemp.multiplyScalar( amount );
  106. this.forward.add( yTemp );
  107. this.forward.normalize();
  108. };
  109. function onKeyDown( event ) {
  110. //event.preventDefault();
  111. switch ( event.keyCode ) {
  112. case 38: /*up*/
  113. case 87: /*W*/ forwardSpeed = 1; break;
  114. case 37: /*left*/
  115. case 65: /*A*/ sideSpeed = -1; break;
  116. case 40: /*down*/
  117. case 83: /*S*/ forwardSpeed = -1; break;
  118. case 39: /*right*/
  119. case 68: /*D*/ sideSpeed = 1; break;
  120. case 81: /*Q*/ doRoll = true; rollDirection = 1; break;
  121. case 69: /*E*/ doRoll = true; rollDirection = -1; break;
  122. case 82: /*R*/ upSpeed = 1; break;
  123. case 70: /*F*/ upSpeed = -1; break;
  124. }
  125. };
  126. function onKeyUp( event ) {
  127. switch( event.keyCode ) {
  128. case 38: /*up*/
  129. case 87: /*W*/ forwardSpeed = 0; break;
  130. case 37: /*left*/
  131. case 65: /*A*/ sideSpeed = 0; break;
  132. case 40: /*down*/
  133. case 83: /*S*/ forwardSpeed = 0; break;
  134. case 39: /*right*/
  135. case 68: /*D*/ sideSpeed = 0; break;
  136. case 81: /*Q*/ doRoll = false; break;
  137. case 69: /*E*/ doRoll = false; break;
  138. case 82: /*R*/ upSpeed = 0; break;
  139. case 70: /*F*/ upSpeed = 0; break;
  140. }
  141. };
  142. function onMouseMove( event ) {
  143. mouseX = ( event.clientX - windowHalfX ) / window.innerWidth;
  144. mouseY = ( event.clientY - windowHalfY ) / window.innerHeight;
  145. };
  146. function onMouseDown ( event ) {
  147. event.preventDefault();
  148. event.stopPropagation();
  149. switch ( event.button ) {
  150. case 0: forwardSpeed = 1; break;
  151. case 2: forwardSpeed = -1; break;
  152. }
  153. };
  154. function onMouseUp ( event ) {
  155. event.preventDefault();
  156. event.stopPropagation();
  157. switch ( event.button ) {
  158. case 0: forwardSpeed = 0; break;
  159. case 2: forwardSpeed = 0; break;
  160. }
  161. };
  162. this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
  163. this.domElement.addEventListener( 'mousemove', onMouseMove, false );
  164. this.domElement.addEventListener( 'mousedown', onMouseDown, false );
  165. this.domElement.addEventListener( 'mouseup', onMouseUp, false );
  166. this.domElement.addEventListener( 'keydown', onKeyDown, false );
  167. this.domElement.addEventListener( 'keyup', onKeyUp, false );
  168. this.handleResize();
  169. };