OrbitControls.js 14 KB

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  1. /**
  2. * @author qiao / https://github.com/qiao
  3. * @author mrdoob / http://mrdoob.com
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author WestLangley / http://github.com/WestLangley
  6. * @author erich666 / http://erichaines.com
  7. */
  8. /*global THREE, console */
  9. // This set of controls performs orbiting, dollying (zooming), and panning. It maintains
  10. // the "up" direction as +Y, unlike the TrackballControls. Touch on tablet and phones is
  11. // supported.
  12. //
  13. // Orbit - left mouse / touch: one finger move
  14. // Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
  15. // Pan - right mouse, or arrow keys / touch: three finter swipe
  16. //
  17. // This is a drop-in replacement for (most) TrackballControls used in examples.
  18. // That is, include this js file and wherever you see:
  19. // controls = new THREE.TrackballControls( camera );
  20. // controls.target.z = 150;
  21. // Simple substitute "OrbitControls" and the control should work as-is.
  22. THREE.OrbitControls = function ( object, domElement ) {
  23. this.object = object;
  24. this.domElement = ( domElement !== undefined ) ? domElement : document;
  25. // API
  26. // Set to false to disable this control
  27. this.enabled = true;
  28. // "target" sets the location of focus, where the control orbits around
  29. // and where it pans with respect to.
  30. this.target = new THREE.Vector3();
  31. // center is old, deprecated; use "target" instead
  32. this.center = this.target;
  33. // This option actually enables dollying in and out; left as "zoom" for
  34. // backwards compatibility
  35. this.noZoom = false;
  36. this.zoomSpeed = 1.0;
  37. // Limits to how far you can dolly in and out
  38. this.minDistance = 0;
  39. this.maxDistance = Infinity;
  40. // Set to true to disable this control
  41. this.noRotate = false;
  42. this.rotateSpeed = 1.0;
  43. // Set to true to disable this control
  44. this.noPan = false;
  45. this.keyPanSpeed = 7.0; // pixels moved per arrow key push
  46. // Set to true to automatically rotate around the target
  47. this.autoRotate = false;
  48. this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
  49. // How far you can orbit vertically, upper and lower limits.
  50. // Range is 0 to Math.PI radians.
  51. this.minPolarAngle = 0; // radians
  52. this.maxPolarAngle = Math.PI; // radians
  53. // Set to true to disable use of the keys
  54. this.noKeys = false;
  55. // The four arrow keys
  56. this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
  57. ////////////
  58. // internals
  59. var scope = this;
  60. var EPS = 0.000001;
  61. var rotateStart = new THREE.Vector2();
  62. var rotateEnd = new THREE.Vector2();
  63. var rotateDelta = new THREE.Vector2();
  64. var panStart = new THREE.Vector2();
  65. var panEnd = new THREE.Vector2();
  66. var panDelta = new THREE.Vector2();
  67. var dollyStart = new THREE.Vector2();
  68. var dollyEnd = new THREE.Vector2();
  69. var dollyDelta = new THREE.Vector2();
  70. var phiDelta = 0;
  71. var thetaDelta = 0;
  72. var scale = 1;
  73. var pan = new THREE.Vector3();
  74. var lastPosition = new THREE.Vector3();
  75. var STATE = { NONE : -1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 };
  76. var state = STATE.NONE;
  77. // events
  78. var changeEvent = { type: 'change' };
  79. this.rotateLeft = function ( angle ) {
  80. if ( angle === undefined ) {
  81. angle = getAutoRotationAngle();
  82. }
  83. thetaDelta -= angle;
  84. };
  85. this.rotateUp = function ( angle ) {
  86. if ( angle === undefined ) {
  87. angle = getAutoRotationAngle();
  88. }
  89. phiDelta -= angle;
  90. };
  91. // pass in distance in world space to move left
  92. this.panLeft = function ( distance ) {
  93. var panOffset = new THREE.Vector3();
  94. var te = this.object.matrix.elements;
  95. // get X column of matrix
  96. panOffset.set( te[0], te[1], te[2] );
  97. panOffset.multiplyScalar(-distance);
  98. pan.add( panOffset );
  99. };
  100. // pass in distance in world space to move up
  101. this.panUp = function ( distance ) {
  102. var panOffset = new THREE.Vector3();
  103. var te = this.object.matrix.elements;
  104. // get Y column of matrix
  105. panOffset.set( te[4], te[5], te[6] );
  106. panOffset.multiplyScalar(distance);
  107. pan.add( panOffset );
  108. };
  109. // main entry point; pass in Vector2 of change desired in pixel space,
  110. // right and down are positive
  111. this.pan = function ( delta ) {
  112. if ( scope.object.fov !== undefined )
  113. {
  114. // perspective
  115. var position = scope.object.position;
  116. var offset = position.clone().sub( scope.target );
  117. var targetDistance = offset.length();
  118. // half of the fov is center to top of screen
  119. targetDistance *= Math.tan( (scope.object.fov/2) * Math.PI / 180.0 );
  120. // we actually don't use screenWidth, since perspective camera is fixed to screen height
  121. scope.panLeft( 2 * delta.x * targetDistance / scope.domElement.height );
  122. scope.panUp( 2 * delta.y * targetDistance / scope.domElement.height );
  123. }
  124. else if ( scope.object.top !== undefined )
  125. {
  126. // orthographic
  127. scope.panLeft( delta.x * (scope.object.right - scope.object.left) / scope.domElement.width );
  128. scope.panUp( delta.y * (scope.object.top - scope.object.bottom) / scope.domElement.height );
  129. }
  130. else
  131. {
  132. // camera neither orthographic or perspective - warn user
  133. console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
  134. }
  135. };
  136. this.dollyIn = function ( dollyScale ) {
  137. if ( dollyScale === undefined ) {
  138. dollyScale = getZoomScale();
  139. }
  140. scale /= dollyScale;
  141. };
  142. this.dollyOut = function ( dollyScale ) {
  143. if ( dollyScale === undefined ) {
  144. dollyScale = getZoomScale();
  145. }
  146. scale *= dollyScale;
  147. };
  148. this.update = function () {
  149. var position = this.object.position;
  150. var offset = position.clone().sub( this.target );
  151. // angle from z-axis around y-axis
  152. var theta = Math.atan2( offset.x, offset.z );
  153. // angle from y-axis
  154. var phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );
  155. if ( this.autoRotate ) {
  156. this.rotateLeft( getAutoRotationAngle() );
  157. }
  158. theta += thetaDelta;
  159. phi += phiDelta;
  160. // restrict phi to be between desired limits
  161. phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) );
  162. // restrict phi to be betwee EPS and PI-EPS
  163. phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );
  164. var radius = offset.length() * scale;
  165. // restrict radius to be between desired limits
  166. radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );
  167. // move target to panned location
  168. this.target.add( pan );
  169. offset.x = radius * Math.sin( phi ) * Math.sin( theta );
  170. offset.y = radius * Math.cos( phi );
  171. offset.z = radius * Math.sin( phi ) * Math.cos( theta );
  172. position.copy( this.target ).add( offset );
  173. this.object.lookAt( this.target );
  174. thetaDelta = 0;
  175. phiDelta = 0;
  176. scale = 1;
  177. pan.set(0,0,0);
  178. if ( lastPosition.distanceTo( this.object.position ) > 0 ) {
  179. this.dispatchEvent( changeEvent );
  180. lastPosition.copy( this.object.position );
  181. }
  182. };
  183. function getAutoRotationAngle() {
  184. return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
  185. }
  186. function getZoomScale() {
  187. return Math.pow( 0.95, scope.zoomSpeed );
  188. }
  189. function onMouseDown( event ) {
  190. if ( scope.enabled === false ) { return; }
  191. event.preventDefault();
  192. if ( event.button === 0 ) {
  193. if ( scope.noRotate === true ) { return; }
  194. state = STATE.ROTATE;
  195. rotateStart.set( event.clientX, event.clientY );
  196. } else if ( event.button === 1 ) {
  197. if ( scope.noZoom === true ) { return; }
  198. state = STATE.DOLLY;
  199. dollyStart.set( event.clientX, event.clientY );
  200. } else if ( event.button === 2 ) {
  201. if ( scope.noPan === true ) { return; }
  202. state = STATE.PAN;
  203. panStart.set( event.clientX, event.clientY );
  204. }
  205. // Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
  206. scope.domElement.addEventListener( 'mousemove', onMouseMove, false );
  207. scope.domElement.addEventListener( 'mouseup', onMouseUp, false );
  208. }
  209. function onMouseMove( event ) {
  210. if ( scope.enabled === false ) { return; }
  211. event.preventDefault();
  212. if ( state === STATE.ROTATE ) {
  213. if ( scope.noRotate === true ) { return; }
  214. rotateEnd.set( event.clientX, event.clientY );
  215. rotateDelta.subVectors( rotateEnd, rotateStart );
  216. // rotating across whole screen goes 360 degrees around
  217. scope.rotateLeft( 2 * Math.PI * rotateDelta.x / scope.domElement.width * scope.rotateSpeed );
  218. // rotating up and down along whole screen attempts to go 360, but limited to 180
  219. scope.rotateUp( 2 * Math.PI * rotateDelta.y / scope.domElement.height * scope.rotateSpeed );
  220. rotateStart.copy( rotateEnd );
  221. } else if ( state === STATE.DOLLY ) {
  222. if ( scope.noZoom === true ) { return; }
  223. dollyEnd.set( event.clientX, event.clientY );
  224. dollyDelta.subVectors( dollyEnd, dollyStart );
  225. if ( dollyDelta.y > 0 ) {
  226. scope.dollyIn();
  227. } else {
  228. scope.dollyOut();
  229. }
  230. dollyStart.copy( dollyEnd );
  231. } else if ( state === STATE.PAN ) {
  232. if ( scope.noPan === true ) { return; }
  233. panEnd.set( event.clientX, event.clientY );
  234. panDelta.subVectors( panEnd, panStart );
  235. scope.pan( panDelta );
  236. panStart.copy( panEnd );
  237. }
  238. // Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
  239. scope.update();
  240. }
  241. function onMouseUp( /* event */ ) {
  242. if ( scope.enabled === false ) { return; }
  243. // Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
  244. scope.domElement.removeEventListener( 'mousemove', onMouseMove, false );
  245. scope.domElement.removeEventListener( 'mouseup', onMouseUp, false );
  246. state = STATE.NONE;
  247. }
  248. function onMouseWheel( event ) {
  249. if ( scope.enabled === false ) { return; }
  250. if ( scope.noZoom === true ) { return; }
  251. var delta = 0;
  252. if ( event.wheelDelta ) { // WebKit / Opera / Explorer 9
  253. delta = event.wheelDelta;
  254. } else if ( event.detail ) { // Firefox
  255. delta = - event.detail;
  256. }
  257. if ( delta > 0 ) {
  258. scope.dollyOut();
  259. } else {
  260. scope.dollyIn();
  261. }
  262. }
  263. function onKeyDown( event ) {
  264. if ( scope.enabled === false ) { return; }
  265. if ( scope.noKeys === true ) { return; }
  266. if ( scope.noPan === true ) { return; }
  267. // pan a pixel - I guess for precise positioning?
  268. // Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
  269. var needUpdate = false;
  270. switch ( event.keyCode ) {
  271. case scope.keys.UP:
  272. scope.pan( new THREE.Vector2( 0, scope.keyPanSpeed ) );
  273. needUpdate = true;
  274. break;
  275. case scope.keys.BOTTOM:
  276. scope.pan( new THREE.Vector2( 0, -scope.keyPanSpeed ) );
  277. needUpdate = true;
  278. break;
  279. case scope.keys.LEFT:
  280. scope.pan( new THREE.Vector2( scope.keyPanSpeed, 0 ) );
  281. needUpdate = true;
  282. break;
  283. case scope.keys.RIGHT:
  284. scope.pan( new THREE.Vector2( -scope.keyPanSpeed, 0 ) );
  285. needUpdate = true;
  286. break;
  287. }
  288. // Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
  289. if ( needUpdate ) {
  290. scope.update();
  291. }
  292. }
  293. function touchstart( event ) {
  294. if ( scope.enabled === false ) { return; }
  295. switch ( event.touches.length ) {
  296. case 1: // one-fingered touch: rotate
  297. if ( scope.noRotate === true ) { return; }
  298. state = STATE.TOUCH_ROTATE;
  299. rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  300. break;
  301. case 2: // two-fingered touch: dolly
  302. if ( scope.noZoom === true ) { return; }
  303. state = STATE.TOUCH_DOLLY;
  304. var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
  305. var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
  306. var distance = Math.sqrt( dx * dx + dy * dy );
  307. dollyStart.set( 0, distance );
  308. break;
  309. case 3: // three-fingered touch: pan
  310. if ( scope.noPan === true ) { return; }
  311. state = STATE.TOUCH_PAN;
  312. panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  313. break;
  314. default:
  315. state = STATE.NONE;
  316. }
  317. }
  318. function touchmove( event ) {
  319. if ( scope.enabled === false ) { return; }
  320. event.preventDefault();
  321. event.stopPropagation();
  322. switch ( event.touches.length ) {
  323. case 1: // one-fingered touch: rotate
  324. if ( scope.noRotate === true ) { return; }
  325. if ( state !== STATE.TOUCH_ROTATE ) { return; }
  326. rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  327. rotateDelta.subVectors( rotateEnd, rotateStart );
  328. // rotating across whole screen goes 360 degrees around
  329. scope.rotateLeft( 2 * Math.PI * rotateDelta.x / scope.domElement.width * scope.rotateSpeed );
  330. // rotating up and down along whole screen attempts to go 360, but limited to 180
  331. scope.rotateUp( 2 * Math.PI * rotateDelta.y / scope.domElement.height * scope.rotateSpeed );
  332. rotateStart.copy( rotateEnd );
  333. break;
  334. case 2: // two-fingered touch: dolly
  335. if ( scope.noZoom === true ) { return; }
  336. if ( state !== STATE.TOUCH_DOLLY ) { return; }
  337. var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
  338. var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
  339. var distance = Math.sqrt( dx * dx + dy * dy );
  340. dollyEnd.set( 0, distance );
  341. dollyDelta.subVectors( dollyEnd, dollyStart );
  342. if ( dollyDelta.y > 0 ) {
  343. scope.dollyOut();
  344. } else {
  345. scope.dollyIn();
  346. }
  347. dollyStart.copy( dollyEnd );
  348. break;
  349. case 3: // three-fingered touch: pan
  350. if ( scope.noPan === true ) { return; }
  351. if ( state !== STATE.TOUCH_PAN ) { return; }
  352. panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  353. panDelta.subVectors( panEnd, panStart );
  354. scope.pan( panDelta );
  355. panStart.copy( panEnd );
  356. break;
  357. default:
  358. state = STATE.NONE;
  359. }
  360. }
  361. function touchend( /* event */ ) {
  362. if ( scope.enabled === false ) { return; }
  363. state = STATE.NONE;
  364. }
  365. this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
  366. this.domElement.addEventListener( 'mousedown', onMouseDown, false );
  367. this.domElement.addEventListener( 'mousewheel', onMouseWheel, false );
  368. this.domElement.addEventListener( 'DOMMouseScroll', onMouseWheel, false ); // firefox
  369. this.domElement.addEventListener( 'keydown', onKeyDown, false );
  370. this.domElement.addEventListener( 'touchstart', touchstart, false );
  371. this.domElement.addEventListener( 'touchend', touchend, false );
  372. this.domElement.addEventListener( 'touchmove', touchmove, false );
  373. };
  374. THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );