ArcballControls.js 79 KB

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  1. import {
  2. GridHelper,
  3. EllipseCurve,
  4. BufferGeometry,
  5. Line,
  6. LineBasicMaterial,
  7. Raycaster,
  8. Group,
  9. Box3,
  10. Sphere,
  11. Quaternion,
  12. Vector2,
  13. Vector3,
  14. Matrix4,
  15. MathUtils,
  16. EventDispatcher
  17. } from '../../../build/three.module.js';
  18. //trackball state
  19. const STATE = {
  20. IDLE: Symbol(),
  21. ROTATE: Symbol(),
  22. PAN: Symbol(),
  23. SCALE: Symbol(),
  24. FOV: Symbol(),
  25. FOCUS: Symbol(),
  26. ZROTATE: Symbol(),
  27. TOUCH_MULTI: Symbol(),
  28. ANIMATION_FOCUS: Symbol(),
  29. ANIMATION_ROTATE: Symbol()
  30. };
  31. const INPUT = {
  32. NONE: Symbol(),
  33. ONE_FINGER: Symbol(),
  34. ONE_FINGER_SWITCHED: Symbol(),
  35. TWO_FINGER: Symbol(),
  36. MULT_FINGER: Symbol(),
  37. CURSOR: Symbol()
  38. };
  39. //cursor center coordinates
  40. const _center = {
  41. x: 0,
  42. y: 0
  43. };
  44. //transformation matrices for gizmos and camera
  45. const _transformation = {
  46. camera: new Matrix4(),
  47. gizmos: new Matrix4()
  48. };
  49. //events
  50. const _changeEvent = { type: 'change' };
  51. const _startEvent = { type: 'start' };
  52. const _endEvent = { type: 'end' };
  53. const _raycaster = new Raycaster();
  54. /**
  55. *
  56. * @param {Camera} camera Virtual camera used in the scene
  57. * @param {HTMLElement} domElement Renderer's dom element
  58. * @param {Scene} scene The scene to be rendered
  59. */
  60. class ArcballControls extends EventDispatcher {
  61. constructor( camera, domElement, scene = null ) {
  62. super();
  63. this.camera = null;
  64. this.domElement = domElement;
  65. this.scene = scene;
  66. this.target = new Vector3( 0, 0, 0 );
  67. this.radiusFactor = 0.67;
  68. this.mouseActions = [];
  69. this._mouseOp = null;
  70. //global vectors and matrices that are used in some operations to avoid creating new objects every time (e.g. every time cursor moves)
  71. this._v2_1 = new Vector2();
  72. this._v3_1 = new Vector3();
  73. this._v3_2 = new Vector3();
  74. this._m4_1 = new Matrix4();
  75. this._m4_2 = new Matrix4();
  76. this._quat = new Quaternion();
  77. //transformation matrices
  78. this._translationMatrix = new Matrix4(); //matrix for translation operation
  79. this._rotationMatrix = new Matrix4(); //matrix for rotation operation
  80. this._scaleMatrix = new Matrix4(); //matrix for scaling operation
  81. this._rotationAxis = new Vector3(); //axis for rotate operation
  82. //camera state
  83. this._cameraMatrixState = new Matrix4();
  84. this._cameraProjectionState = new Matrix4();
  85. this._fovState = 1;
  86. this._upState = new Vector3();
  87. this._zoomState = 1;
  88. this._nearPos = 0;
  89. this._farPos = 0;
  90. this._gizmoMatrixState = new Matrix4();
  91. //initial values
  92. this._up0 = new Vector3();
  93. this._zoom0 = 1;
  94. this._fov0 = 0;
  95. this._initialNear = 0;
  96. this._nearPos0 = 0;
  97. this._initialFar = 0;
  98. this._farPos0 = 0;
  99. this._cameraMatrixState0 = new Matrix4();
  100. this._gizmoMatrixState0 = new Matrix4();
  101. //pointers array
  102. this._button = - 1;
  103. this._touchStart = [];
  104. this._touchCurrent = [];
  105. this._input = INPUT.NONE;
  106. //two fingers touch interaction
  107. this._switchSensibility = 32; //minimum movement to be performed to fire single pan start after the second finger has been released
  108. this._startFingerDistance = 0; //distance between two fingers
  109. this._currentFingerDistance = 0;
  110. this._startFingerRotation = 0; //amount of rotation performed with two fingers
  111. this._currentFingerRotation = 0;
  112. //double tap
  113. this._devPxRatio = 0;
  114. this._downValid = true;
  115. this._nclicks = 0;
  116. this._downEvents = [];
  117. this._downStart = 0; //pointerDown time
  118. this._clickStart = 0; //first click time
  119. this._maxDownTime = 250;
  120. this._maxInterval = 300;
  121. this._posThreshold = 24;
  122. this._movementThreshold = 24;
  123. //cursor positions
  124. this._currentCursorPosition = new Vector3();
  125. this._startCursorPosition = new Vector3();
  126. //grid
  127. this._grid = null; //grid to be visualized during pan operation
  128. this._gridPosition = new Vector3();
  129. //gizmos
  130. this._gizmos = new Group();
  131. this._curvePts = 128;
  132. //animations
  133. this._timeStart = - 1; //initial time
  134. this._animationId = - 1;
  135. //focus animation
  136. this.focusAnimationTime = 500; //duration of focus animation in ms
  137. //rotate animation
  138. this._timePrev = 0; //time at which previous rotate operation has been detected
  139. this._timeCurrent = 0; //time at which current rotate operation has been detected
  140. this._anglePrev = 0; //angle of previous rotation
  141. this._angleCurrent = 0; //angle of current rotation
  142. this._cursorPosPrev = new Vector3(); //cursor position when previous rotate operation has been detected
  143. this._cursorPosCurr = new Vector3();//cursor position when current rotate operation has been detected
  144. this._wPrev = 0; //angular velocity of the previous rotate operation
  145. this._wCurr = 0; //angular velocity of the current rotate operation
  146. //parameters
  147. this.adjustNearFar = false;
  148. this.scaleFactor = 1.1; //zoom/distance multiplier
  149. this.dampingFactor = 25;
  150. this.wMax = 20; //maximum angular velocity allowed
  151. this.enableAnimations = true; //if animations should be performed
  152. this.enableGrid = false; //if grid should be showed during pan operation
  153. this.cursorZoom = false; //if wheel zoom should be cursor centered
  154. this.minFov = 5;
  155. this.maxFov = 90;
  156. this.enabled = true;
  157. this.enablePan = true;
  158. this.enableRotate = true;
  159. this.enableZoom = true;
  160. this.enableGizmos = true;
  161. this.minDistance = 0;
  162. this.maxDistance = Infinity;
  163. this.minZoom = 0;
  164. this.maxZoom = Infinity;
  165. //trackball parameters
  166. this._tbRadius = 1;
  167. //FSA
  168. this._state = STATE.IDLE;
  169. this.setCamera( camera );
  170. if ( this.scene != null ) {
  171. this.scene.add( this._gizmos );
  172. }
  173. this.domElement.style.touchAction = 'none';
  174. this._devPxRatio = window.devicePixelRatio;
  175. this.initializeMouseActions();
  176. this.domElement.addEventListener( 'contextmenu', this.onContextMenu );
  177. this.domElement.addEventListener( 'wheel', this.onWheel );
  178. this.domElement.addEventListener( 'pointerdown', this.onPointerDown );
  179. this.domElement.addEventListener( 'pointercancel', this.onPointerCancel );
  180. window.addEventListener( 'keydown', this.onKeyDown );
  181. window.addEventListener( 'resize', this.onWindowResize );
  182. }
  183. //listeners
  184. onWindowResize = () => {
  185. const scale = ( this._gizmos.scale.x + this._gizmos.scale.y + this._gizmos.scale.z ) / 3;
  186. this._tbRadius = this.calculateTbRadius( this.camera );
  187. const newRadius = this._tbRadius / scale;
  188. const curve = new EllipseCurve( 0, 0, newRadius, newRadius );
  189. const points = curve.getPoints( this._curvePts );
  190. const curveGeometry = new BufferGeometry().setFromPoints( points );
  191. for ( const gizmo in this._gizmos.children ) {
  192. this._gizmos.children[ gizmo ].geometry = curveGeometry;
  193. }
  194. this.dispatchEvent( _changeEvent );
  195. };
  196. onContextMenu = ( event ) => {
  197. if ( ! this.enabled ) {
  198. return;
  199. }
  200. for ( let i = 0; i < this.mouseActions.length; i ++ ) {
  201. if ( this.mouseActions[ i ].mouse == 2 ) {
  202. //prevent only if button 2 is actually used
  203. event.preventDefault();
  204. break;
  205. }
  206. }
  207. };
  208. onPointerCancel = () => {
  209. this._touchStart.splice( 0, this._touchStart.length );
  210. this._touchCurrent.splice( 0, this._touchCurrent.length );
  211. this._input = INPUT.NONE;
  212. };
  213. onPointerDown = ( event ) => {
  214. if ( event.button == 0 && event.isPrimary ) {
  215. this._downValid = true;
  216. this._downEvents.push( event );
  217. this._downStart = performance.now();
  218. } else {
  219. this._downValid = false;
  220. }
  221. if ( event.pointerType == 'touch' && this._input != INPUT.CURSOR ) {
  222. this._touchStart.push( event );
  223. this._touchCurrent.push( event );
  224. switch ( this._input ) {
  225. case INPUT.NONE:
  226. //singleStart
  227. this._input = INPUT.ONE_FINGER;
  228. this.onSinglePanStart( event, 'ROTATE' );
  229. window.addEventListener( 'pointermove', this.onPointerMove );
  230. window.addEventListener( 'pointerup', this.onPointerUp );
  231. break;
  232. case INPUT.ONE_FINGER:
  233. case INPUT.ONE_FINGER_SWITCHED:
  234. //doubleStart
  235. this._input = INPUT.TWO_FINGER;
  236. this.onRotateStart();
  237. this.onPinchStart();
  238. this.onDoublePanStart();
  239. break;
  240. case INPUT.TWO_FINGER:
  241. //multipleStart
  242. this._input = INPUT.MULT_FINGER;
  243. this.onTriplePanStart( event );
  244. break;
  245. }
  246. } else if ( event.pointerType != 'touch' && this._input == INPUT.NONE ) {
  247. let modifier = null;
  248. if ( event.ctrlKey || event.metaKey ) {
  249. modifier = 'CTRL';
  250. } else if ( event.shiftKey ) {
  251. modifier = 'SHIFT';
  252. }
  253. this._mouseOp = this.getOpFromAction( event.button, modifier );
  254. if ( this._mouseOp != null ) {
  255. window.addEventListener( 'pointermove', this.onPointerMove );
  256. window.addEventListener( 'pointerup', this.onPointerUp );
  257. //singleStart
  258. this._input = INPUT.CURSOR;
  259. this._button = event.button;
  260. this.onSinglePanStart( event, this._mouseOp );
  261. }
  262. }
  263. };
  264. onPointerMove = ( event ) => {
  265. if ( event.pointerType == 'touch' && this._input != INPUT.CURSOR ) {
  266. switch ( this._input ) {
  267. case INPUT.ONE_FINGER:
  268. //singleMove
  269. this.updateTouchEvent( event );
  270. this.onSinglePanMove( event, STATE.ROTATE );
  271. break;
  272. case INPUT.ONE_FINGER_SWITCHED:
  273. const movement = this.calculatePointersDistance( this._touchCurrent[ 0 ], event ) * this._devPxRatio;
  274. if ( movement >= this._switchSensibility ) {
  275. //singleMove
  276. this._input = INPUT.ONE_FINGER;
  277. this.updateTouchEvent( event );
  278. this.onSinglePanStart( event, 'ROTATE' );
  279. break;
  280. }
  281. break;
  282. case INPUT.TWO_FINGER:
  283. //rotate/pan/pinchMove
  284. this.updateTouchEvent( event );
  285. this.onRotateMove();
  286. this.onPinchMove();
  287. this.onDoublePanMove();
  288. break;
  289. case INPUT.MULT_FINGER:
  290. //multMove
  291. this.updateTouchEvent( event );
  292. this.onTriplePanMove( event );
  293. break;
  294. }
  295. } else if ( event.pointerType != 'touch' && this._input == INPUT.CURSOR ) {
  296. let modifier = null;
  297. if ( event.ctrlKey || event.metaKey ) {
  298. modifier = 'CTRL';
  299. } else if ( event.shiftKey ) {
  300. modifier = 'SHIFT';
  301. }
  302. const mouseOpState = this.getOpStateFromAction( this._button, modifier );
  303. if ( mouseOpState != null ) {
  304. this.onSinglePanMove( event, mouseOpState );
  305. }
  306. }
  307. //checkDistance
  308. if ( this._downValid ) {
  309. const movement = this.calculatePointersDistance( this._downEvents[ this._downEvents.length - 1 ], event ) * this._devPxRatio;
  310. if ( movement > this._movementThreshold ) {
  311. this._downValid = false;
  312. }
  313. }
  314. };
  315. onPointerUp = ( event ) => {
  316. if ( event.pointerType == 'touch' && this._input != INPUT.CURSOR ) {
  317. const nTouch = this._touchCurrent.length;
  318. for ( let i = 0; i < nTouch; i ++ ) {
  319. if ( this._touchCurrent[ i ].pointerId == event.pointerId ) {
  320. this._touchCurrent.splice( i, 1 );
  321. this._touchStart.splice( i, 1 );
  322. break;
  323. }
  324. }
  325. switch ( this._input ) {
  326. case INPUT.ONE_FINGER:
  327. case INPUT.ONE_FINGER_SWITCHED:
  328. //singleEnd
  329. window.removeEventListener( 'pointermove', this.onPointerMove );
  330. window.removeEventListener( 'pointerup', this.onPointerUp );
  331. this._input = INPUT.NONE;
  332. this.onSinglePanEnd();
  333. break;
  334. case INPUT.TWO_FINGER:
  335. //doubleEnd
  336. this.onDoublePanEnd( event );
  337. this.onPinchEnd( event );
  338. this.onRotateEnd( event );
  339. //switching to singleStart
  340. this._input = INPUT.ONE_FINGER_SWITCHED;
  341. break;
  342. case INPUT.MULT_FINGER:
  343. if ( this._touchCurrent.length == 0 ) {
  344. window.removeEventListener( 'pointermove', this.onPointerMove );
  345. window.removeEventListener( 'pointerup', this.onPointerUp );
  346. //multCancel
  347. this._input = INPUT.NONE;
  348. this.onTriplePanEnd();
  349. }
  350. break;
  351. }
  352. } else if ( event.pointerType != 'touch' && this._input == INPUT.CURSOR ) {
  353. window.removeEventListener( 'pointermove', this.onPointerMove );
  354. window.removeEventListener( 'pointerup', this.onPointerUp );
  355. this._input = INPUT.NONE;
  356. this.onSinglePanEnd();
  357. this._button = - 1;
  358. }
  359. if ( event.isPrimary ) {
  360. if ( this._downValid ) {
  361. const downTime = event.timeStamp - this._downEvents[ this._downEvents.length - 1 ].timeStamp;
  362. if ( downTime <= this._maxDownTime ) {
  363. if ( this._nclicks == 0 ) {
  364. //first valid click detected
  365. this._nclicks = 1;
  366. this._clickStart = performance.now();
  367. } else {
  368. const clickInterval = event.timeStamp - this._clickStart;
  369. const movement = this.calculatePointersDistance( this._downEvents[ 1 ], this._downEvents[ 0 ] ) * this._devPxRatio;
  370. if ( clickInterval <= this._maxInterval && movement <= this._posThreshold ) {
  371. //second valid click detected
  372. //fire double tap and reset values
  373. this._nclicks = 0;
  374. this._downEvents.splice( 0, this._downEvents.length );
  375. this.onDoubleTap( event );
  376. } else {
  377. //new 'first click'
  378. this._nclicks = 1;
  379. this._downEvents.shift();
  380. this._clickStart = performance.now();
  381. }
  382. }
  383. } else {
  384. this._downValid = false;
  385. this._nclicks = 0;
  386. this._downEvents.splice( 0, this._downEvents.length );
  387. }
  388. } else {
  389. this._nclicks = 0;
  390. this._downEvents.splice( 0, this._downEvents.length );
  391. }
  392. }
  393. };
  394. onWheel = ( event ) => {
  395. if ( this.enabled && this.enableZoom ) {
  396. let modifier = null;
  397. if ( event.ctrlKey || event.metaKey ) {
  398. modifier = 'CTRL';
  399. } else if ( event.shiftKey ) {
  400. modifier = 'SHIFT';
  401. }
  402. const mouseOp = this.getOpFromAction( 'WHEEL', modifier );
  403. if ( mouseOp != null ) {
  404. event.preventDefault();
  405. this.dispatchEvent( _startEvent );
  406. const notchDeltaY = 125; //distance of one notch of mouse wheel
  407. let sgn = event.deltaY / notchDeltaY;
  408. let size = 1;
  409. if ( sgn > 0 ) {
  410. size = 1 / this.scaleFactor;
  411. } else if ( sgn < 0 ) {
  412. size = this.scaleFactor;
  413. }
  414. switch ( mouseOp ) {
  415. case 'ZOOM':
  416. this.updateTbState( STATE.SCALE, true );
  417. if ( sgn > 0 ) {
  418. size = 1 / ( Math.pow( this.scaleFactor, sgn ) );
  419. } else if ( sgn < 0 ) {
  420. size = Math.pow( this.scaleFactor, - sgn );
  421. }
  422. if ( this.cursorZoom && this.enablePan ) {
  423. let scalePoint;
  424. if ( this.camera.isOrthographicCamera ) {
  425. scalePoint = this.unprojectOnTbPlane( this.camera, event.clientX, event.clientY, this.domElement ).applyQuaternion( this.camera.quaternion ).multiplyScalar( 1 / this.camera.zoom ).add( this._gizmos.position );
  426. } else if ( this.camera.isPerspectiveCamera ) {
  427. scalePoint = this.unprojectOnTbPlane( this.camera, event.clientX, event.clientY, this.domElement ).applyQuaternion( this.camera.quaternion ).add( this._gizmos.position );
  428. }
  429. this.applyTransformMatrix( this.scale( size, scalePoint ) );
  430. } else {
  431. this.applyTransformMatrix( this.scale( size, this._gizmos.position ) );
  432. }
  433. if ( this._grid != null ) {
  434. this.disposeGrid();
  435. this.drawGrid();
  436. }
  437. this.updateTbState( STATE.IDLE, false );
  438. this.dispatchEvent( _changeEvent );
  439. this.dispatchEvent( _endEvent );
  440. break;
  441. case 'FOV':
  442. if ( this.camera.isPerspectiveCamera ) {
  443. this.updateTbState( STATE.FOV, true );
  444. //Vertigo effect
  445. // fov / 2
  446. // |\
  447. // | \
  448. // | \
  449. // x | \
  450. // | \
  451. // | \
  452. // | _ _ _\
  453. // y
  454. //check for iOs shift shortcut
  455. if ( event.deltaX != 0 ) {
  456. sgn = event.deltaX / notchDeltaY;
  457. size = 1;
  458. if ( sgn > 0 ) {
  459. size = 1 / ( Math.pow( this.scaleFactor, sgn ) );
  460. } else if ( sgn < 0 ) {
  461. size = Math.pow( this.scaleFactor, - sgn );
  462. }
  463. }
  464. this._v3_1.setFromMatrixPosition( this._cameraMatrixState );
  465. const x = this._v3_1.distanceTo( this._gizmos.position );
  466. let xNew = x / size; //distance between camera and gizmos if scale(size, scalepoint) would be performed
  467. //check min and max distance
  468. xNew = MathUtils.clamp( xNew, this.minDistance, this.maxDistance );
  469. const y = x * Math.tan( MathUtils.DEG2RAD * this.camera.fov * 0.5 );
  470. //calculate new fov
  471. let newFov = MathUtils.RAD2DEG * ( Math.atan( y / xNew ) * 2 );
  472. //check min and max fov
  473. if ( newFov > this.maxFov ) {
  474. newFov = this.maxFov;
  475. } else if ( newFov < this.minFov ) {
  476. newFov = this.minFov;
  477. }
  478. const newDistance = y / Math.tan( MathUtils.DEG2RAD * ( newFov / 2 ) );
  479. size = x / newDistance;
  480. this.setFov( newFov );
  481. this.applyTransformMatrix( this.scale( size, this._gizmos.position, false ) );
  482. }
  483. if ( this._grid != null ) {
  484. this.disposeGrid();
  485. this.drawGrid();
  486. }
  487. this.updateTbState( STATE.IDLE, false );
  488. this.dispatchEvent( _changeEvent );
  489. this.dispatchEvent( _endEvent );
  490. break;
  491. }
  492. }
  493. }
  494. };
  495. onKeyDown = ( event ) => {
  496. if ( event.key == 'c' ) {
  497. if ( event.ctrlKey || event.metaKey ) {
  498. this.copyState();
  499. }
  500. } else if ( event.key == 'v' ) {
  501. if ( event.ctrlKey || event.metaKey ) {
  502. this.pasteState();
  503. }
  504. }
  505. };
  506. onSinglePanStart = ( event, operation ) => {
  507. if ( this.enabled ) {
  508. this.dispatchEvent( _startEvent );
  509. this.setCenter( event.clientX, event.clientY );
  510. switch ( operation ) {
  511. case 'PAN':
  512. if ( ! this.enablePan ) {
  513. return;
  514. }
  515. if ( this._animationId != - 1 ) {
  516. cancelAnimationFrame( this._animationId );
  517. this._animationId = - 1;
  518. this._timeStart = - 1;
  519. this.activateGizmos( false );
  520. this.dispatchEvent( _changeEvent );
  521. }
  522. this.updateTbState( STATE.PAN, true );
  523. this._startCursorPosition.copy( this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement ) );
  524. if ( this.enableGrid ) {
  525. this.drawGrid();
  526. this.dispatchEvent( _changeEvent );
  527. }
  528. break;
  529. case 'ROTATE':
  530. if ( ! this.enableRotate ) {
  531. return;
  532. }
  533. if ( this._animationId != - 1 ) {
  534. cancelAnimationFrame( this._animationId );
  535. this._animationId = - 1;
  536. this._timeStart = - 1;
  537. }
  538. this.updateTbState( STATE.ROTATE, true );
  539. this._startCursorPosition.copy( this.unprojectOnTbSurface( this.camera, _center.x, _center.y, this.domElement, this._tbRadius ) );
  540. this.activateGizmos( true );
  541. if ( this.enableAnimations ) {
  542. this._timePrev = this._timeCurrent = performance.now();
  543. this._angleCurrent = this._anglePrev = 0;
  544. this._cursorPosPrev.copy( this._startCursorPosition );
  545. this._cursorPosCurr.copy( this._cursorPosPrev );
  546. this._wCurr = 0;
  547. this._wPrev = this._wCurr;
  548. }
  549. this.dispatchEvent( _changeEvent );
  550. break;
  551. case 'FOV':
  552. if ( ! this.camera.isPerspectiveCamera || ! this.enableZoom ) {
  553. return;
  554. }
  555. if ( this._animationId != - 1 ) {
  556. cancelAnimationFrame( this._animationId );
  557. this._animationId = - 1;
  558. this._timeStart = - 1;
  559. this.activateGizmos( false );
  560. this.dispatchEvent( _changeEvent );
  561. }
  562. this.updateTbState( STATE.FOV, true );
  563. this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );
  564. this._currentCursorPosition.copy( this._startCursorPosition );
  565. break;
  566. case 'ZOOM':
  567. if ( ! this.enableZoom ) {
  568. return;
  569. }
  570. if ( this._animationId != - 1 ) {
  571. cancelAnimationFrame( this._animationId );
  572. this._animationId = - 1;
  573. this._timeStart = - 1;
  574. this.activateGizmos( false );
  575. this.dispatchEvent( _changeEvent );
  576. }
  577. this.updateTbState( STATE.SCALE, true );
  578. this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );
  579. this._currentCursorPosition.copy( this._startCursorPosition );
  580. break;
  581. }
  582. }
  583. };
  584. onSinglePanMove = ( event, opState ) => {
  585. if ( this.enabled ) {
  586. const restart = opState != this._state;
  587. this.setCenter( event.clientX, event.clientY );
  588. switch ( opState ) {
  589. case STATE.PAN:
  590. if ( this.enablePan ) {
  591. if ( restart ) {
  592. //switch to pan operation
  593. this.dispatchEvent( _endEvent );
  594. this.dispatchEvent( _startEvent );
  595. this.updateTbState( opState, true );
  596. this._startCursorPosition.copy( this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement ) );
  597. if ( this.enableGrid ) {
  598. this.drawGrid();
  599. }
  600. this.activateGizmos( false );
  601. } else {
  602. //continue with pan operation
  603. this._currentCursorPosition.copy( this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement ) );
  604. this.applyTransformMatrix( this.pan( this._startCursorPosition, this._currentCursorPosition ) );
  605. }
  606. }
  607. break;
  608. case STATE.ROTATE:
  609. if ( this.enableRotate ) {
  610. if ( restart ) {
  611. //switch to rotate operation
  612. this.dispatchEvent( _endEvent );
  613. this.dispatchEvent( _startEvent );
  614. this.updateTbState( opState, true );
  615. this._startCursorPosition.copy( this.unprojectOnTbSurface( this.camera, _center.x, _center.y, this.domElement, this._tbRadius ) );
  616. if ( this.enableGrid ) {
  617. this.disposeGrid();
  618. }
  619. this.activateGizmos( true );
  620. } else {
  621. //continue with rotate operation
  622. this._currentCursorPosition.copy( this.unprojectOnTbSurface( this.camera, _center.x, _center.y, this.domElement, this._tbRadius ) );
  623. const distance = this._startCursorPosition.distanceTo( this._currentCursorPosition );
  624. const angle = this._startCursorPosition.angleTo( this._currentCursorPosition );
  625. const amount = Math.max( distance / this._tbRadius, angle ); //effective rotation angle
  626. this.applyTransformMatrix( this.rotate( this.calculateRotationAxis( this._startCursorPosition, this._currentCursorPosition ), amount ) );
  627. if ( this.enableAnimations ) {
  628. this._timePrev = this._timeCurrent;
  629. this._timeCurrent = performance.now();
  630. this._anglePrev = this._angleCurrent;
  631. this._angleCurrent = amount;
  632. this._cursorPosPrev.copy( this._cursorPosCurr );
  633. this._cursorPosCurr.copy( this._currentCursorPosition );
  634. this._wPrev = this._wCurr;
  635. this._wCurr = this.calculateAngularSpeed( this._anglePrev, this._angleCurrent, this._timePrev, this._timeCurrent );
  636. }
  637. }
  638. }
  639. break;
  640. case STATE.SCALE:
  641. if ( this.enableZoom ) {
  642. if ( restart ) {
  643. //switch to zoom operation
  644. this.dispatchEvent( _endEvent );
  645. this.dispatchEvent( _startEvent );
  646. this.updateTbState( opState, true );
  647. this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );
  648. this._currentCursorPosition.copy( this._startCursorPosition );
  649. if ( this.enableGrid ) {
  650. this.disposeGrid();
  651. }
  652. this.activateGizmos( false );
  653. } else {
  654. //continue with zoom operation
  655. const screenNotches = 8; //how many wheel notches corresponds to a full screen pan
  656. this._currentCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );
  657. const movement = this._currentCursorPosition.y - this._startCursorPosition.y;
  658. let size = 1;
  659. if ( movement < 0 ) {
  660. size = 1 / ( Math.pow( this.scaleFactor, - movement * screenNotches ) );
  661. } else if ( movement > 0 ) {
  662. size = Math.pow( this.scaleFactor, movement * screenNotches );
  663. }
  664. this.applyTransformMatrix( this.scale( size, this._gizmos.position ) );
  665. }
  666. }
  667. break;
  668. case STATE.FOV:
  669. if ( this.enableZoom && this.camera.isPerspectiveCamera ) {
  670. if ( restart ) {
  671. //switch to fov operation
  672. this.dispatchEvent( _endEvent );
  673. this.dispatchEvent( _startEvent );
  674. this.updateTbState( opState, true );
  675. this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );
  676. this._currentCursorPosition.copy( this._startCursorPosition );
  677. if ( this.enableGrid ) {
  678. this.disposeGrid();
  679. }
  680. this.activateGizmos( false );
  681. } else {
  682. //continue with fov operation
  683. const screenNotches = 8; //how many wheel notches corresponds to a full screen pan
  684. this._currentCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );
  685. const movement = this._currentCursorPosition.y - this._startCursorPosition.y;
  686. let size = 1;
  687. if ( movement < 0 ) {
  688. size = 1 / ( Math.pow( this.scaleFactor, - movement * screenNotches ) );
  689. } else if ( movement > 0 ) {
  690. size = Math.pow( this.scaleFactor, movement * screenNotches );
  691. }
  692. this._v3_1.setFromMatrixPosition( this._cameraMatrixState );
  693. const x = this._v3_1.distanceTo( this._gizmos.position );
  694. let xNew = x / size; //distance between camera and gizmos if scale(size, scalepoint) would be performed
  695. //check min and max distance
  696. xNew = MathUtils.clamp( xNew, this.minDistance, this.maxDistance );
  697. const y = x * Math.tan( MathUtils.DEG2RAD * this._fovState * 0.5 );
  698. //calculate new fov
  699. let newFov = MathUtils.RAD2DEG * ( Math.atan( y / xNew ) * 2 );
  700. //check min and max fov
  701. newFov = MathUtils.clamp( newFov, this.minFov, this.maxFov );
  702. const newDistance = y / Math.tan( MathUtils.DEG2RAD * ( newFov / 2 ) );
  703. size = x / newDistance;
  704. this._v3_2.setFromMatrixPosition( this._gizmoMatrixState );
  705. this.setFov( newFov );
  706. this.applyTransformMatrix( this.scale( size, this._v3_2, false ) );
  707. //adjusting distance
  708. const direction = this._gizmos.position.clone().sub( this.camera.position ).normalize().multiplyScalar( newDistance / x );
  709. this._m4_1.makeTranslation( direction.x, direction.y, direction.z );
  710. }
  711. }
  712. break;
  713. }
  714. this.dispatchEvent( _changeEvent );
  715. }
  716. };
  717. onSinglePanEnd = () => {
  718. if ( this._state == STATE.ROTATE ) {
  719. if ( ! this.enableRotate ) {
  720. return;
  721. }
  722. if ( this.enableAnimations ) {
  723. //perform rotation animation
  724. const deltaTime = ( performance.now() - this._timeCurrent );
  725. if ( deltaTime < 120 ) {
  726. const w = Math.abs( ( this._wPrev + this._wCurr ) / 2 );
  727. const self = this;
  728. this._animationId = window.requestAnimationFrame( function ( t ) {
  729. self.updateTbState( STATE.ANIMATION_ROTATE, true );
  730. const rotationAxis = self.calculateRotationAxis( self._cursorPosPrev, self._cursorPosCurr );
  731. self.onRotationAnim( t, rotationAxis, Math.min( w, self.wMax ) );
  732. } );
  733. } else {
  734. //cursor has been standing still for over 120 ms since last movement
  735. this.updateTbState( STATE.IDLE, false );
  736. this.activateGizmos( false );
  737. this.dispatchEvent( _changeEvent );
  738. }
  739. } else {
  740. this.updateTbState( STATE.IDLE, false );
  741. this.activateGizmos( false );
  742. this.dispatchEvent( _changeEvent );
  743. }
  744. } else if ( this._state == STATE.PAN || this._state == STATE.IDLE ) {
  745. this.updateTbState( STATE.IDLE, false );
  746. if ( this.enableGrid ) {
  747. this.disposeGrid();
  748. }
  749. this.activateGizmos( false );
  750. this.dispatchEvent( _changeEvent );
  751. }
  752. this.dispatchEvent( _endEvent );
  753. };
  754. onDoubleTap = ( event ) => {
  755. if ( this.enabled && this.enablePan && this.scene != null ) {
  756. this.dispatchEvent( _startEvent );
  757. this.setCenter( event.clientX, event.clientY );
  758. const hitP = this.unprojectOnObj( this.getCursorNDC( _center.x, _center.y, this.domElement ), this.camera );
  759. if ( hitP != null && this.enableAnimations ) {
  760. const self = this;
  761. if ( this._animationId != - 1 ) {
  762. window.cancelAnimationFrame( this._animationId );
  763. }
  764. this._timeStart = - 1;
  765. this._animationId = window.requestAnimationFrame( function ( t ) {
  766. self.updateTbState( STATE.ANIMATION_FOCUS, true );
  767. self.onFocusAnim( t, hitP, self._cameraMatrixState, self._gizmoMatrixState );
  768. } );
  769. } else if ( hitP != null && ! this.enableAnimations ) {
  770. this.updateTbState( STATE.FOCUS, true );
  771. this.focus( hitP, this.scaleFactor );
  772. this.updateTbState( STATE.IDLE, false );
  773. this.dispatchEvent( _changeEvent );
  774. }
  775. }
  776. this.dispatchEvent( _endEvent );
  777. };
  778. onDoublePanStart = () => {
  779. if ( this.enabled && this.enablePan ) {
  780. this.dispatchEvent( _startEvent );
  781. this.updateTbState( STATE.PAN, true );
  782. this.setCenter( ( this._touchCurrent[ 0 ].clientX + this._touchCurrent[ 1 ].clientX ) / 2, ( this._touchCurrent[ 0 ].clientY + this._touchCurrent[ 1 ].clientY ) / 2 );
  783. this._startCursorPosition.copy( this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement, true ) );
  784. this._currentCursorPosition.copy( this._startCursorPosition );
  785. this.activateGizmos( false );
  786. }
  787. };
  788. onDoublePanMove = () => {
  789. if ( this.enabled && this.enablePan ) {
  790. this.setCenter( ( this._touchCurrent[ 0 ].clientX + this._touchCurrent[ 1 ].clientX ) / 2, ( this._touchCurrent[ 0 ].clientY + this._touchCurrent[ 1 ].clientY ) / 2 );
  791. if ( this._state != STATE.PAN ) {
  792. this.updateTbState( STATE.PAN, true );
  793. this._startCursorPosition.copy( this._currentCursorPosition );
  794. }
  795. this._currentCursorPosition.copy( this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement, true ) );
  796. this.applyTransformMatrix( this.pan( this._startCursorPosition, this._currentCursorPosition, true ) );
  797. this.dispatchEvent( _changeEvent );
  798. }
  799. };
  800. onDoublePanEnd = () => {
  801. this.updateTbState( STATE.IDLE, false );
  802. this.dispatchEvent( _endEvent );
  803. };
  804. onRotateStart = () => {
  805. if ( this.enabled && this.enableRotate ) {
  806. this.dispatchEvent( _startEvent );
  807. this.updateTbState( STATE.ZROTATE, true );
  808. //this._startFingerRotation = event.rotation;
  809. this._startFingerRotation = this.getAngle( this._touchCurrent[ 1 ], this._touchCurrent[ 0 ] ) + this.getAngle( this._touchStart[ 1 ], this._touchStart[ 0 ] );
  810. this._currentFingerRotation = this._startFingerRotation;
  811. this.camera.getWorldDirection( this._rotationAxis ); //rotation axis
  812. if ( ! this.enablePan && ! this.enableZoom ) {
  813. this.activateGizmos( true );
  814. }
  815. }
  816. };
  817. onRotateMove = () => {
  818. if ( this.enabled && this.enableRotate ) {
  819. this.setCenter( ( this._touchCurrent[ 0 ].clientX + this._touchCurrent[ 1 ].clientX ) / 2, ( this._touchCurrent[ 0 ].clientY + this._touchCurrent[ 1 ].clientY ) / 2 );
  820. let rotationPoint;
  821. if ( this._state != STATE.ZROTATE ) {
  822. this.updateTbState( STATE.ZROTATE, true );
  823. this._startFingerRotation = this._currentFingerRotation;
  824. }
  825. //this._currentFingerRotation = event.rotation;
  826. this._currentFingerRotation = this.getAngle( this._touchCurrent[ 1 ], this._touchCurrent[ 0 ] ) + this.getAngle( this._touchStart[ 1 ], this._touchStart[ 0 ] );
  827. if ( ! this.enablePan ) {
  828. rotationPoint = new Vector3().setFromMatrixPosition( this._gizmoMatrixState );
  829. } else {
  830. this._v3_2.setFromMatrixPosition( this._gizmoMatrixState );
  831. rotationPoint = this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement ).applyQuaternion( this.camera.quaternion ).multiplyScalar( 1 / this.camera.zoom ).add( this._v3_2 );
  832. }
  833. const amount = MathUtils.DEG2RAD * ( this._startFingerRotation - this._currentFingerRotation );
  834. this.applyTransformMatrix( this.zRotate( rotationPoint, amount ) );
  835. this.dispatchEvent( _changeEvent );
  836. }
  837. };
  838. onRotateEnd = () => {
  839. this.updateTbState( STATE.IDLE, false );
  840. this.activateGizmos( false );
  841. this.dispatchEvent( _endEvent );
  842. };
  843. onPinchStart = () => {
  844. if ( this.enabled && this.enableZoom ) {
  845. this.dispatchEvent( _startEvent );
  846. this.updateTbState( STATE.SCALE, true );
  847. this._startFingerDistance = this.calculatePointersDistance( this._touchCurrent[ 0 ], this._touchCurrent[ 1 ] );
  848. this._currentFingerDistance = this._startFingerDistance;
  849. this.activateGizmos( false );
  850. }
  851. };
  852. onPinchMove = () => {
  853. if ( this.enabled && this.enableZoom ) {
  854. this.setCenter( ( this._touchCurrent[ 0 ].clientX + this._touchCurrent[ 1 ].clientX ) / 2, ( this._touchCurrent[ 0 ].clientY + this._touchCurrent[ 1 ].clientY ) / 2 );
  855. const minDistance = 12; //minimum distance between fingers (in css pixels)
  856. if ( this._state != STATE.SCALE ) {
  857. this._startFingerDistance = this._currentFingerDistance;
  858. this.updateTbState( STATE.SCALE, true );
  859. }
  860. this._currentFingerDistance = Math.max( this.calculatePointersDistance( this._touchCurrent[ 0 ], this._touchCurrent[ 1 ] ), minDistance * this._devPxRatio );
  861. const amount = this._currentFingerDistance / this._startFingerDistance;
  862. let scalePoint;
  863. if ( ! this.enablePan ) {
  864. scalePoint = this._gizmos.position;
  865. } else {
  866. if ( this.camera.isOrthographicCamera ) {
  867. scalePoint = this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement )
  868. .applyQuaternion( this.camera.quaternion )
  869. .multiplyScalar( 1 / this.camera.zoom )
  870. .add( this._gizmos.position );
  871. } else if ( this.camera.isPerspectiveCamera ) {
  872. scalePoint = this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement )
  873. .applyQuaternion( this.camera.quaternion )
  874. .add( this._gizmos.position );
  875. }
  876. }
  877. this.applyTransformMatrix( this.scale( amount, scalePoint ) );
  878. this.dispatchEvent( _changeEvent );
  879. }
  880. };
  881. onPinchEnd = () => {
  882. this.updateTbState( STATE.IDLE, false );
  883. this.dispatchEvent( _endEvent );
  884. };
  885. onTriplePanStart = () => {
  886. if ( this.enabled && this.enableZoom ) {
  887. this.dispatchEvent( _startEvent );
  888. this.updateTbState( STATE.SCALE, true );
  889. //const center = event.center;
  890. let clientX = 0;
  891. let clientY = 0;
  892. const nFingers = this._touchCurrent.length;
  893. for ( let i = 0; i < nFingers; i ++ ) {
  894. clientX += this._touchCurrent[ i ].clientX;
  895. clientY += this._touchCurrent[ i ].clientY;
  896. }
  897. this.setCenter( clientX / nFingers, clientY / nFingers );
  898. this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );
  899. this._currentCursorPosition.copy( this._startCursorPosition );
  900. }
  901. };
  902. onTriplePanMove = () => {
  903. if ( this.enabled && this.enableZoom ) {
  904. // fov / 2
  905. // |\
  906. // | \
  907. // | \
  908. // x | \
  909. // | \
  910. // | \
  911. // | _ _ _\
  912. // y
  913. //const center = event.center;
  914. let clientX = 0;
  915. let clientY = 0;
  916. const nFingers = this._touchCurrent.length;
  917. for ( let i = 0; i < nFingers; i ++ ) {
  918. clientX += this._touchCurrent[ i ].clientX;
  919. clientY += this._touchCurrent[ i ].clientY;
  920. }
  921. this.setCenter( clientX / nFingers, clientY / nFingers );
  922. const screenNotches = 8; //how many wheel notches corresponds to a full screen pan
  923. this._currentCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );
  924. const movement = this._currentCursorPosition.y - this._startCursorPosition.y;
  925. let size = 1;
  926. if ( movement < 0 ) {
  927. size = 1 / ( Math.pow( this.scaleFactor, - movement * screenNotches ) );
  928. } else if ( movement > 0 ) {
  929. size = Math.pow( this.scaleFactor, movement * screenNotches );
  930. }
  931. this._v3_1.setFromMatrixPosition( this._cameraMatrixState );
  932. const x = this._v3_1.distanceTo( this._gizmos.position );
  933. let xNew = x / size; //distance between camera and gizmos if scale(size, scalepoint) would be performed
  934. //check min and max distance
  935. xNew = MathUtils.clamp( xNew, this.minDistance, this.maxDistance );
  936. const y = x * Math.tan( MathUtils.DEG2RAD * this._fovState * 0.5 );
  937. //calculate new fov
  938. let newFov = MathUtils.RAD2DEG * ( Math.atan( y / xNew ) * 2 );
  939. //check min and max fov
  940. newFov = MathUtils.clamp( newFov, this.minFov, this.maxFov );
  941. const newDistance = y / Math.tan( MathUtils.DEG2RAD * ( newFov / 2 ) );
  942. size = x / newDistance;
  943. this._v3_2.setFromMatrixPosition( this._gizmoMatrixState );
  944. this.setFov( newFov );
  945. this.applyTransformMatrix( this.scale( size, this._v3_2, false ) );
  946. //adjusting distance
  947. const direction = this._gizmos.position.clone().sub( this.camera.position ).normalize().multiplyScalar( newDistance / x );
  948. this._m4_1.makeTranslation( direction.x, direction.y, direction.z );
  949. this.dispatchEvent( _changeEvent );
  950. }
  951. };
  952. onTriplePanEnd = () => {
  953. this.updateTbState( STATE.IDLE, false );
  954. this.dispatchEvent( _endEvent );
  955. //this.dispatchEvent( _changeEvent );
  956. };
  957. /**
  958. * Set _center's x/y coordinates
  959. * @param {Number} clientX
  960. * @param {Number} clientY
  961. */
  962. setCenter = ( clientX, clientY ) => {
  963. _center.x = clientX;
  964. _center.y = clientY;
  965. };
  966. /**
  967. * Set default mouse actions
  968. */
  969. initializeMouseActions = () => {
  970. this.setMouseAction( 'PAN', 0, 'CTRL' );
  971. this.setMouseAction( 'PAN', 2 );
  972. this.setMouseAction( 'ROTATE', 0 );
  973. this.setMouseAction( 'ZOOM', 'WHEEL' );
  974. this.setMouseAction( 'ZOOM', 1 );
  975. this.setMouseAction( 'FOV', 'WHEEL', 'SHIFT' );
  976. this.setMouseAction( 'FOV', 1, 'SHIFT' );
  977. };
  978. /**
  979. * Compare two mouse actions
  980. * @param {Object} action1
  981. * @param {Object} action2
  982. * @returns {Boolean} True if action1 and action 2 are the same mouse action, false otherwise
  983. */
  984. compareMouseAction = ( action1, action2 ) => {
  985. if ( action1.operation == action2.operation ) {
  986. if ( action1.mouse == action2.mouse && action1.key == action2.key ) {
  987. return true;
  988. } else {
  989. return false;
  990. }
  991. } else {
  992. return false;
  993. }
  994. };
  995. /**
  996. * Set a new mouse action by specifying the operation to be performed and a mouse/key combination. In case of conflict, replaces the existing one
  997. * @param {String} operation The operation to be performed ('PAN', 'ROTATE', 'ZOOM', 'FOV)
  998. * @param {*} mouse A mouse button (0, 1, 2) or 'WHEEL' for wheel notches
  999. * @param {*} key The keyboard modifier ('CTRL', 'SHIFT') or null if key is not needed
  1000. * @returns {Boolean} True if the mouse action has been successfully added, false otherwise
  1001. */
  1002. setMouseAction = ( operation, mouse, key = null ) => {
  1003. const operationInput = [ 'PAN', 'ROTATE', 'ZOOM', 'FOV' ];
  1004. const mouseInput = [ 0, 1, 2, 'WHEEL' ];
  1005. const keyInput = [ 'CTRL', 'SHIFT', null ];
  1006. let state;
  1007. if ( ! operationInput.includes( operation ) || ! mouseInput.includes( mouse ) || ! keyInput.includes( key ) ) {
  1008. //invalid parameters
  1009. return false;
  1010. }
  1011. if ( mouse == 'WHEEL' ) {
  1012. if ( operation != 'ZOOM' && operation != 'FOV' ) {
  1013. //cannot associate 2D operation to 1D input
  1014. return false;
  1015. }
  1016. }
  1017. switch ( operation ) {
  1018. case 'PAN':
  1019. state = STATE.PAN;
  1020. break;
  1021. case 'ROTATE':
  1022. state = STATE.ROTATE;
  1023. break;
  1024. case 'ZOOM':
  1025. state = STATE.SCALE;
  1026. break;
  1027. case 'FOV':
  1028. state = STATE.FOV;
  1029. break;
  1030. }
  1031. const action = {
  1032. operation: operation,
  1033. mouse: mouse,
  1034. key: key,
  1035. state: state
  1036. };
  1037. for ( let i = 0; i < this.mouseActions.length; i ++ ) {
  1038. if ( this.mouseActions[ i ].mouse == action.mouse && this.mouseActions[ i ].key == action.key ) {
  1039. this.mouseActions.splice( i, 1, action );
  1040. return true;
  1041. }
  1042. }
  1043. this.mouseActions.push( action );
  1044. return true;
  1045. };
  1046. /**
  1047. * Remove a mouse action by specifying its mouse/key combination
  1048. * @param {*} mouse A mouse button (0, 1, 2) or 'WHEEL' for wheel notches
  1049. * @param {*} key The keyboard modifier ('CTRL', 'SHIFT') or null if key is not needed
  1050. * @returns {Boolean} True if the operation has been succesfully removed, false otherwise
  1051. */
  1052. unsetMouseAction = ( mouse, key = null ) => {
  1053. for ( let i = 0; i < this.mouseActions.length; i ++ ) {
  1054. if ( this.mouseActions[ i ].mouse == mouse && this.mouseActions[ i ].key == key ) {
  1055. this.mouseActions.splice( i, 1 );
  1056. return true;
  1057. }
  1058. }
  1059. return false;
  1060. };
  1061. /**
  1062. * Return the operation associated to a mouse/keyboard combination
  1063. * @param {*} mouse A mouse button (0, 1, 2) or 'WHEEL' for wheel notches
  1064. * @param {*} key The keyboard modifier ('CTRL', 'SHIFT') or null if key is not needed
  1065. * @returns The operation if it has been found, null otherwise
  1066. */
  1067. getOpFromAction = ( mouse, key ) => {
  1068. let action;
  1069. for ( let i = 0; i < this.mouseActions.length; i ++ ) {
  1070. action = this.mouseActions[ i ];
  1071. if ( action.mouse == mouse && action.key == key ) {
  1072. return action.operation;
  1073. }
  1074. }
  1075. if ( key != null ) {
  1076. for ( let i = 0; i < this.mouseActions.length; i ++ ) {
  1077. action = this.mouseActions[ i ];
  1078. if ( action.mouse == mouse && action.key == null ) {
  1079. return action.operation;
  1080. }
  1081. }
  1082. }
  1083. return null;
  1084. };
  1085. /**
  1086. * Get the operation associated to mouse and key combination and returns the corresponding FSA state
  1087. * @param {Number} mouse Mouse button
  1088. * @param {String} key Keyboard modifier
  1089. * @returns The FSA state obtained from the operation associated to mouse/keyboard combination
  1090. */
  1091. getOpStateFromAction = ( mouse, key ) => {
  1092. let action;
  1093. for ( let i = 0; i < this.mouseActions.length; i ++ ) {
  1094. action = this.mouseActions[ i ];
  1095. if ( action.mouse == mouse && action.key == key ) {
  1096. return action.state;
  1097. }
  1098. }
  1099. if ( key != null ) {
  1100. for ( let i = 0; i < this.mouseActions.length; i ++ ) {
  1101. action = this.mouseActions[ i ];
  1102. if ( action.mouse == mouse && action.key == null ) {
  1103. return action.state;
  1104. }
  1105. }
  1106. }
  1107. return null;
  1108. };
  1109. /**
  1110. * Calculate the angle between two pointers
  1111. * @param {PointerEvent} p1
  1112. * @param {PointerEvent} p2
  1113. * @returns {Number} The angle between two pointers in degrees
  1114. */
  1115. getAngle = ( p1, p2 ) => {
  1116. return Math.atan2( p2.clientY - p1.clientY, p2.clientX - p1.clientX ) * 180 / Math.PI;
  1117. };
  1118. /**
  1119. * Update a PointerEvent inside current pointerevents array
  1120. * @param {PointerEvent} event
  1121. */
  1122. updateTouchEvent = ( event ) => {
  1123. for ( let i = 0; i < this._touchCurrent.length; i ++ ) {
  1124. if ( this._touchCurrent[ i ].pointerId == event.pointerId ) {
  1125. this._touchCurrent.splice( i, 1, event );
  1126. break;
  1127. }
  1128. }
  1129. };
  1130. /**
  1131. * Apply a transformation matrix, to the camera and gizmos
  1132. * @param {Object} transformation Object containing matrices to apply to camera and gizmos
  1133. */
  1134. applyTransformMatrix( transformation ) {
  1135. if ( transformation.camera != null ) {
  1136. this._m4_1.copy( this._cameraMatrixState ).premultiply( transformation.camera );
  1137. this._m4_1.decompose( this.camera.position, this.camera.quaternion, this.camera.scale );
  1138. this.camera.updateMatrix();
  1139. //update camera up vector
  1140. if ( this._state == STATE.ROTATE || this._state == STATE.ZROTATE || this._state == STATE.ANIMATION_ROTATE ) {
  1141. this.camera.up.copy( this._upState ).applyQuaternion( this.camera.quaternion );
  1142. }
  1143. }
  1144. if ( transformation.gizmos != null ) {
  1145. this._m4_1.copy( this._gizmoMatrixState ).premultiply( transformation.gizmos );
  1146. this._m4_1.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );
  1147. this._gizmos.updateMatrix();
  1148. }
  1149. if ( this._state == STATE.SCALE || this._state == STATE.FOCUS || this._state == STATE.ANIMATION_FOCUS ) {
  1150. this._tbRadius = this.calculateTbRadius( this.camera );
  1151. if ( this.adjustNearFar ) {
  1152. const cameraDistance = this.camera.position.distanceTo( this._gizmos.position );
  1153. const bb = new Box3();
  1154. bb.setFromObject( this._gizmos );
  1155. const sphere = new Sphere();
  1156. bb.getBoundingSphere( sphere );
  1157. const adjustedNearPosition = Math.max( this._nearPos0, sphere.radius + sphere.center.length() );
  1158. const regularNearPosition = cameraDistance - this._initialNear;
  1159. const minNearPos = Math.min( adjustedNearPosition, regularNearPosition );
  1160. this.camera.near = cameraDistance - minNearPos;
  1161. const adjustedFarPosition = Math.min( this._farPos0, - sphere.radius + sphere.center.length() );
  1162. const regularFarPosition = cameraDistance - this._initialFar;
  1163. const minFarPos = Math.min( adjustedFarPosition, regularFarPosition );
  1164. this.camera.far = cameraDistance - minFarPos;
  1165. this.camera.updateProjectionMatrix();
  1166. } else {
  1167. let update = false;
  1168. if ( this.camera.near != this._initialNear ) {
  1169. this.camera.near = this._initialNear;
  1170. update = true;
  1171. }
  1172. if ( this.camera.far != this._initialFar ) {
  1173. this.camera.far = this._initialFar;
  1174. update = true;
  1175. }
  1176. if ( update ) {
  1177. this.camera.updateProjectionMatrix();
  1178. }
  1179. }
  1180. }
  1181. }
  1182. /**
  1183. * Calculate the angular speed
  1184. * @param {Number} p0 Position at t0
  1185. * @param {Number} p1 Position at t1
  1186. * @param {Number} t0 Initial time in milliseconds
  1187. * @param {Number} t1 Ending time in milliseconds
  1188. */
  1189. calculateAngularSpeed = ( p0, p1, t0, t1 ) => {
  1190. const s = p1 - p0;
  1191. const t = ( t1 - t0 ) / 1000;
  1192. if ( t == 0 ) {
  1193. return 0;
  1194. }
  1195. return s / t;
  1196. };
  1197. /**
  1198. * Calculate the distance between two pointers
  1199. * @param {PointerEvent} p0 The first pointer
  1200. * @param {PointerEvent} p1 The second pointer
  1201. * @returns {number} The distance between the two pointers
  1202. */
  1203. calculatePointersDistance = ( p0, p1 ) => {
  1204. return Math.sqrt( Math.pow( p1.clientX - p0.clientX, 2 ) + Math.pow( p1.clientY - p0.clientY, 2 ) );
  1205. };
  1206. /**
  1207. * Calculate the rotation axis as the vector perpendicular between two vectors
  1208. * @param {Vector3} vec1 The first vector
  1209. * @param {Vector3} vec2 The second vector
  1210. * @returns {Vector3} The normalized rotation axis
  1211. */
  1212. calculateRotationAxis = ( vec1, vec2 ) => {
  1213. this._rotationMatrix.extractRotation( this._cameraMatrixState );
  1214. this._quat.setFromRotationMatrix( this._rotationMatrix );
  1215. this._rotationAxis.crossVectors( vec1, vec2 ).applyQuaternion( this._quat );
  1216. return this._rotationAxis.normalize().clone();
  1217. };
  1218. /**
  1219. * Calculate the trackball radius so that gizmo's diamater will be 2/3 of the minimum side of the camera frustum
  1220. * @param {Camera} camera
  1221. * @returns {Number} The trackball radius
  1222. */
  1223. calculateTbRadius = ( camera ) => {
  1224. const distance = camera.position.distanceTo( this._gizmos.position );
  1225. if ( camera.type == 'PerspectiveCamera' ) {
  1226. const halfFovV = MathUtils.DEG2RAD * camera.fov * 0.5; //vertical fov/2 in radians
  1227. const halfFovH = Math.atan( ( camera.aspect ) * Math.tan( halfFovV ) ); //horizontal fov/2 in radians
  1228. return Math.tan( Math.min( halfFovV, halfFovH ) ) * distance * this.radiusFactor;
  1229. } else if ( camera.type == 'OrthographicCamera' ) {
  1230. return Math.min( camera.top, camera.right ) * this.radiusFactor;
  1231. }
  1232. };
  1233. /**
  1234. * Focus operation consist of positioning the point of interest in front of the camera and a slightly zoom in
  1235. * @param {Vector3} point The point of interest
  1236. * @param {Number} size Scale factor
  1237. * @param {Number} amount Amount of operation to be completed (used for focus animations, default is complete full operation)
  1238. */
  1239. focus = ( point, size, amount = 1 ) => {
  1240. const focusPoint = point.clone();
  1241. //move center of camera (along with gizmos) towards point of interest
  1242. focusPoint.sub( this._gizmos.position ).multiplyScalar( amount );
  1243. this._translationMatrix.makeTranslation( focusPoint.x, focusPoint.y, focusPoint.z );
  1244. const gizmoStateTemp = this._gizmoMatrixState.clone();
  1245. this._gizmoMatrixState.premultiply( this._translationMatrix );
  1246. this._gizmoMatrixState.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );
  1247. const cameraStateTemp = this._cameraMatrixState.clone();
  1248. this._cameraMatrixState.premultiply( this._translationMatrix );
  1249. this._cameraMatrixState.decompose( this.camera.position, this.camera.quaternion, this.camera.scale );
  1250. //apply zoom
  1251. if ( this.enableZoom ) {
  1252. this.applyTransformMatrix( this.scale( size, this._gizmos.position ) );
  1253. }
  1254. this._gizmoMatrixState.copy( gizmoStateTemp );
  1255. this._cameraMatrixState.copy( cameraStateTemp );
  1256. };
  1257. /**
  1258. * Draw a grid and add it to the scene
  1259. */
  1260. drawGrid = () => {
  1261. if ( this.scene != null ) {
  1262. const color = 0x888888;
  1263. const multiplier = 3;
  1264. let size, divisions, maxLength, tick;
  1265. if ( this.camera.isOrthographicCamera ) {
  1266. const width = this.camera.right - this.camera.left;
  1267. const height = this.camera.bottom - this.camera.top;
  1268. maxLength = Math.max( width, height );
  1269. tick = maxLength / 20;
  1270. size = maxLength / this.camera.zoom * multiplier;
  1271. divisions = size / tick * this.camera.zoom;
  1272. } else if ( this.camera.isPerspectiveCamera ) {
  1273. const distance = this.camera.position.distanceTo( this._gizmos.position );
  1274. const halfFovV = MathUtils.DEG2RAD * this.camera.fov * 0.5;
  1275. const halfFovH = Math.atan( ( this.camera.aspect ) * Math.tan( halfFovV ) );
  1276. maxLength = Math.tan( Math.max( halfFovV, halfFovH ) ) * distance * 2;
  1277. tick = maxLength / 20;
  1278. size = maxLength * multiplier;
  1279. divisions = size / tick;
  1280. }
  1281. if ( this._grid == null ) {
  1282. this._grid = new GridHelper( size, divisions, color, color );
  1283. this._grid.position.copy( this._gizmos.position );
  1284. this._gridPosition.copy( this._grid.position );
  1285. this._grid.quaternion.copy( this.camera.quaternion );
  1286. this._grid.rotateX( Math.PI * 0.5 );
  1287. this.scene.add( this._grid );
  1288. }
  1289. }
  1290. };
  1291. /**
  1292. * Remove all listeners, stop animations and clean scene
  1293. */
  1294. dispose = () => {
  1295. if ( this._animationId != - 1 ) {
  1296. window.cancelAnimationFrame( this._animationId );
  1297. }
  1298. this.domElement.removeEventListener( 'pointerdown', this.onPointerDown );
  1299. this.domElement.removeEventListener( 'pointercancel', this.onPointerCancel );
  1300. this.domElement.removeEventListener( 'wheel', this.onWheel );
  1301. this.domElement.removeEventListener( 'contextmenu', this.onContextMenu );
  1302. window.removeEventListener( 'pointermove', this.onPointerMove );
  1303. window.removeEventListener( 'pointerup', this.onPointerUp );
  1304. window.removeEventListener( 'resize', this.onWindowResize );
  1305. window.removeEventListener( 'keydown', this.onKeyDown );
  1306. if ( this.scene !== null ) this.scene.remove( this._gizmos );
  1307. this.disposeGrid();
  1308. };
  1309. /**
  1310. * remove the grid from the scene
  1311. */
  1312. disposeGrid = () => {
  1313. if ( this._grid != null && this.scene != null ) {
  1314. this.scene.remove( this._grid );
  1315. this._grid = null;
  1316. }
  1317. };
  1318. /**
  1319. * Compute the easing out cubic function for ease out effect in animation
  1320. * @param {Number} t The absolute progress of the animation in the bound of 0 (beginning of the) and 1 (ending of animation)
  1321. * @returns {Number} Result of easing out cubic at time t
  1322. */
  1323. easeOutCubic = ( t ) => {
  1324. return 1 - Math.pow( 1 - t, 3 );
  1325. };
  1326. /**
  1327. * Make rotation gizmos more or less visible
  1328. * @param {Boolean} isActive If true, make gizmos more visible
  1329. */
  1330. activateGizmos = ( isActive ) => {
  1331. const gizmoX = this._gizmos.children[ 0 ];
  1332. const gizmoY = this._gizmos.children[ 1 ];
  1333. const gizmoZ = this._gizmos.children[ 2 ];
  1334. if ( isActive ) {
  1335. gizmoX.material.setValues( { opacity: 1 } );
  1336. gizmoY.material.setValues( { opacity: 1 } );
  1337. gizmoZ.material.setValues( { opacity: 1 } );
  1338. } else {
  1339. gizmoX.material.setValues( { opacity: 0.6 } );
  1340. gizmoY.material.setValues( { opacity: 0.6 } );
  1341. gizmoZ.material.setValues( { opacity: 0.6 } );
  1342. }
  1343. };
  1344. /**
  1345. * Calculate the cursor position in NDC
  1346. * @param {number} x Cursor horizontal coordinate within the canvas
  1347. * @param {number} y Cursor vertical coordinate within the canvas
  1348. * @param {HTMLElement} canvas The canvas where the renderer draws its output
  1349. * @returns {Vector2} Cursor normalized position inside the canvas
  1350. */
  1351. getCursorNDC = ( cursorX, cursorY, canvas ) => {
  1352. const canvasRect = canvas.getBoundingClientRect();
  1353. this._v2_1.setX( ( ( cursorX - canvasRect.left ) / canvasRect.width ) * 2 - 1 );
  1354. this._v2_1.setY( ( ( canvasRect.bottom - cursorY ) / canvasRect.height ) * 2 - 1 );
  1355. return this._v2_1.clone();
  1356. };
  1357. /**
  1358. * Calculate the cursor position inside the canvas x/y coordinates with the origin being in the center of the canvas
  1359. * @param {Number} x Cursor horizontal coordinate within the canvas
  1360. * @param {Number} y Cursor vertical coordinate within the canvas
  1361. * @param {HTMLElement} canvas The canvas where the renderer draws its output
  1362. * @returns {Vector2} Cursor position inside the canvas
  1363. */
  1364. getCursorPosition = ( cursorX, cursorY, canvas ) => {
  1365. this._v2_1.copy( this.getCursorNDC( cursorX, cursorY, canvas ) );
  1366. this._v2_1.x *= ( this.camera.right - this.camera.left ) * 0.5;
  1367. this._v2_1.y *= ( this.camera.top - this.camera.bottom ) * 0.5;
  1368. return this._v2_1.clone();
  1369. };
  1370. /**
  1371. * Set the camera to be controlled
  1372. * @param {Camera} camera The virtual camera to be controlled
  1373. */
  1374. setCamera = ( camera ) => {
  1375. camera.lookAt( this.target );
  1376. camera.updateMatrix();
  1377. //setting state
  1378. if ( camera.type == 'PerspectiveCamera' ) {
  1379. this._fov0 = camera.fov;
  1380. this._fovState = camera.fov;
  1381. }
  1382. this._cameraMatrixState0.copy( camera.matrix );
  1383. this._cameraMatrixState.copy( this._cameraMatrixState0 );
  1384. this._cameraProjectionState.copy( camera.projectionMatrix );
  1385. this._zoom0 = camera.zoom;
  1386. this._zoomState = this._zoom0;
  1387. this._initialNear = camera.near;
  1388. this._nearPos0 = camera.position.distanceTo( this.target ) - camera.near;
  1389. this._nearPos = this._initialNear;
  1390. this._initialFar = camera.far;
  1391. this._farPos0 = camera.position.distanceTo( this.target ) - camera.far;
  1392. this._farPos = this._initialFar;
  1393. this._up0.copy( camera.up );
  1394. this._upState.copy( camera.up );
  1395. this.camera = camera;
  1396. this.camera.updateProjectionMatrix();
  1397. //making gizmos
  1398. this._tbRadius = this.calculateTbRadius( camera );
  1399. this.makeGizmos( this.target, this._tbRadius );
  1400. };
  1401. /**
  1402. * Set gizmos visibility
  1403. * @param {Boolean} value Value of gizmos visibility
  1404. */
  1405. setGizmosVisible( value ) {
  1406. this._gizmos.visible = value;
  1407. this.dispatchEvent( _changeEvent );
  1408. }
  1409. /**
  1410. * Set gizmos radius factor and redraws gizmos
  1411. * @param {Float} value Value of radius factor
  1412. */
  1413. setTbRadius( value ) {
  1414. this.radiusFactor = value;
  1415. this._tbRadius = this.calculateTbRadius( this.camera );
  1416. const curve = new EllipseCurve( 0, 0, this._tbRadius, this._tbRadius );
  1417. const points = curve.getPoints( this._curvePts );
  1418. const curveGeometry = new BufferGeometry().setFromPoints( points );
  1419. for ( const gizmo in this._gizmos.children ) {
  1420. this._gizmos.children[ gizmo ].geometry = curveGeometry;
  1421. }
  1422. this.dispatchEvent( _changeEvent );
  1423. }
  1424. /**
  1425. * Creates the rotation gizmos matching trackball center and radius
  1426. * @param {Vector3} tbCenter The trackball center
  1427. * @param {number} tbRadius The trackball radius
  1428. */
  1429. makeGizmos = ( tbCenter, tbRadius ) => {
  1430. const curve = new EllipseCurve( 0, 0, tbRadius, tbRadius );
  1431. const points = curve.getPoints( this._curvePts );
  1432. //geometry
  1433. const curveGeometry = new BufferGeometry().setFromPoints( points );
  1434. //material
  1435. const curveMaterialX = new LineBasicMaterial( { color: 0xff8080, fog: false, transparent: true, opacity: 0.6 } );
  1436. const curveMaterialY = new LineBasicMaterial( { color: 0x80ff80, fog: false, transparent: true, opacity: 0.6 } );
  1437. const curveMaterialZ = new LineBasicMaterial( { color: 0x8080ff, fog: false, transparent: true, opacity: 0.6 } );
  1438. //line
  1439. const gizmoX = new Line( curveGeometry, curveMaterialX );
  1440. const gizmoY = new Line( curveGeometry, curveMaterialY );
  1441. const gizmoZ = new Line( curveGeometry, curveMaterialZ );
  1442. const rotation = Math.PI * 0.5;
  1443. gizmoX.rotation.x = rotation;
  1444. gizmoY.rotation.y = rotation;
  1445. //setting state
  1446. this._gizmoMatrixState0.identity().setPosition( tbCenter );
  1447. this._gizmoMatrixState.copy( this._gizmoMatrixState0 );
  1448. if ( this.camera.zoom != 1 ) {
  1449. //adapt gizmos size to camera zoom
  1450. const size = 1 / this.camera.zoom;
  1451. this._scaleMatrix.makeScale( size, size, size );
  1452. this._translationMatrix.makeTranslation( - tbCenter.x, - tbCenter.y, - tbCenter.z );
  1453. this._gizmoMatrixState.premultiply( this._translationMatrix ).premultiply( this._scaleMatrix );
  1454. this._translationMatrix.makeTranslation( tbCenter.x, tbCenter.y, tbCenter.z );
  1455. this._gizmoMatrixState.premultiply( this._translationMatrix );
  1456. }
  1457. this._gizmoMatrixState.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );
  1458. this._gizmos.clear();
  1459. this._gizmos.add( gizmoX );
  1460. this._gizmos.add( gizmoY );
  1461. this._gizmos.add( gizmoZ );
  1462. };
  1463. /**
  1464. * Perform animation for focus operation
  1465. * @param {Number} time Instant in which this function is called as performance.now()
  1466. * @param {Vector3} point Point of interest for focus operation
  1467. * @param {Matrix4} cameraMatrix Camera matrix
  1468. * @param {Matrix4} gizmoMatrix Gizmos matrix
  1469. */
  1470. onFocusAnim = ( time, point, cameraMatrix, gizmoMatrix ) => {
  1471. if ( this._timeStart == - 1 ) {
  1472. //animation start
  1473. this._timeStart = time;
  1474. }
  1475. if ( this._state == STATE.ANIMATION_FOCUS ) {
  1476. const deltaTime = time - this._timeStart;
  1477. const animTime = deltaTime / this.focusAnimationTime;
  1478. this._gizmoMatrixState.copy( gizmoMatrix );
  1479. if ( animTime >= 1 ) {
  1480. //animation end
  1481. this._gizmoMatrixState.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );
  1482. this.focus( point, this.scaleFactor );
  1483. this._timeStart = - 1;
  1484. this.updateTbState( STATE.IDLE, false );
  1485. this.activateGizmos( false );
  1486. this.dispatchEvent( _changeEvent );
  1487. } else {
  1488. const amount = this.easeOutCubic( animTime );
  1489. const size = ( ( 1 - amount ) + ( this.scaleFactor * amount ) );
  1490. this._gizmoMatrixState.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );
  1491. this.focus( point, size, amount );
  1492. this.dispatchEvent( _changeEvent );
  1493. const self = this;
  1494. this._animationId = window.requestAnimationFrame( function ( t ) {
  1495. self.onFocusAnim( t, point, cameraMatrix, gizmoMatrix.clone() );
  1496. } );
  1497. }
  1498. } else {
  1499. //interrupt animation
  1500. this._animationId = - 1;
  1501. this._timeStart = - 1;
  1502. }
  1503. };
  1504. /**
  1505. * Perform animation for rotation operation
  1506. * @param {Number} time Instant in which this function is called as performance.now()
  1507. * @param {Vector3} rotationAxis Rotation axis
  1508. * @param {number} w0 Initial angular velocity
  1509. */
  1510. onRotationAnim = ( time, rotationAxis, w0 ) => {
  1511. if ( this._timeStart == - 1 ) {
  1512. //animation start
  1513. this._anglePrev = 0;
  1514. this._angleCurrent = 0;
  1515. this._timeStart = time;
  1516. }
  1517. if ( this._state == STATE.ANIMATION_ROTATE ) {
  1518. //w = w0 + alpha * t
  1519. const deltaTime = ( time - this._timeStart ) / 1000;
  1520. const w = w0 + ( ( - this.dampingFactor ) * deltaTime );
  1521. if ( w > 0 ) {
  1522. //tetha = 0.5 * alpha * t^2 + w0 * t + tetha0
  1523. this._angleCurrent = 0.5 * ( - this.dampingFactor ) * Math.pow( deltaTime, 2 ) + w0 * deltaTime + 0;
  1524. this.applyTransformMatrix( this.rotate( rotationAxis, this._angleCurrent ) );
  1525. this.dispatchEvent( _changeEvent );
  1526. const self = this;
  1527. this._animationId = window.requestAnimationFrame( function ( t ) {
  1528. self.onRotationAnim( t, rotationAxis, w0 );
  1529. } );
  1530. } else {
  1531. this._animationId = - 1;
  1532. this._timeStart = - 1;
  1533. this.updateTbState( STATE.IDLE, false );
  1534. this.activateGizmos( false );
  1535. this.dispatchEvent( _changeEvent );
  1536. }
  1537. } else {
  1538. //interrupt animation
  1539. this._animationId = - 1;
  1540. this._timeStart = - 1;
  1541. if ( this._state != STATE.ROTATE ) {
  1542. this.activateGizmos( false );
  1543. this.dispatchEvent( _changeEvent );
  1544. }
  1545. }
  1546. };
  1547. /**
  1548. * Perform pan operation moving camera between two points
  1549. * @param {Vector3} p0 Initial point
  1550. * @param {Vector3} p1 Ending point
  1551. * @param {Boolean} adjust If movement should be adjusted considering camera distance (Perspective only)
  1552. */
  1553. pan = ( p0, p1, adjust = false ) => {
  1554. const movement = p0.clone().sub( p1 );
  1555. if ( this.camera.isOrthographicCamera ) {
  1556. //adjust movement amount
  1557. movement.multiplyScalar( 1 / this.camera.zoom );
  1558. } else if ( this.camera.isPerspectiveCamera && adjust ) {
  1559. //adjust movement amount
  1560. this._v3_1.setFromMatrixPosition( this._cameraMatrixState0 ); //camera's initial position
  1561. this._v3_2.setFromMatrixPosition( this._gizmoMatrixState0 ); //gizmo's initial position
  1562. const distanceFactor = this._v3_1.distanceTo( this._v3_2 ) / this.camera.position.distanceTo( this._gizmos.position );
  1563. movement.multiplyScalar( 1 / distanceFactor );
  1564. }
  1565. this._v3_1.set( movement.x, movement.y, 0 ).applyQuaternion( this.camera.quaternion );
  1566. this._m4_1.makeTranslation( this._v3_1.x, this._v3_1.y, this._v3_1.z );
  1567. this.setTransformationMatrices( this._m4_1, this._m4_1 );
  1568. return _transformation;
  1569. };
  1570. /**
  1571. * Reset trackball
  1572. */
  1573. reset = () => {
  1574. this.camera.zoom = this._zoom0;
  1575. if ( this.camera.isPerspectiveCamera ) {
  1576. this.camera.fov = this._fov0;
  1577. }
  1578. this.camera.near = this._nearPos;
  1579. this.camera.far = this._farPos;
  1580. this._cameraMatrixState.copy( this._cameraMatrixState0 );
  1581. this._cameraMatrixState.decompose( this.camera.position, this.camera.quaternion, this.camera.scale );
  1582. this.camera.up.copy( this._up0 );
  1583. this.camera.updateMatrix();
  1584. this.camera.updateProjectionMatrix();
  1585. this._gizmoMatrixState.copy( this._gizmoMatrixState0 );
  1586. this._gizmoMatrixState0.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );
  1587. this._gizmos.updateMatrix();
  1588. this._tbRadius = this.calculateTbRadius( this.camera );
  1589. this.makeGizmos( this._gizmos.position, this._tbRadius );
  1590. this.camera.lookAt( this._gizmos.position );
  1591. this.updateTbState( STATE.IDLE, false );
  1592. this.dispatchEvent( _changeEvent );
  1593. };
  1594. /**
  1595. * Rotate the camera around an axis passing by trackball's center
  1596. * @param {Vector3} axis Rotation axis
  1597. * @param {number} angle Angle in radians
  1598. * @returns {Object} Object with 'camera' field containing transformation matrix resulting from the operation to be applied to the camera
  1599. */
  1600. rotate = ( axis, angle ) => {
  1601. const point = this._gizmos.position; //rotation center
  1602. this._translationMatrix.makeTranslation( - point.x, - point.y, - point.z );
  1603. this._rotationMatrix.makeRotationAxis( axis, - angle );
  1604. //rotate camera
  1605. this._m4_1.makeTranslation( point.x, point.y, point.z );
  1606. this._m4_1.multiply( this._rotationMatrix );
  1607. this._m4_1.multiply( this._translationMatrix );
  1608. this.setTransformationMatrices( this._m4_1 );
  1609. return _transformation;
  1610. };
  1611. copyState = () => {
  1612. let state;
  1613. if ( this.camera.isOrthographicCamera ) {
  1614. state = JSON.stringify( { arcballState: {
  1615. cameraFar: this.camera.far,
  1616. cameraMatrix: this.camera.matrix,
  1617. cameraNear: this.camera.near,
  1618. cameraUp: this.camera.up,
  1619. cameraZoom: this.camera.zoom,
  1620. gizmoMatrix: this._gizmos.matrix
  1621. } } );
  1622. } else if ( this.camera.isPerspectiveCamera ) {
  1623. state = JSON.stringify( { arcballState: {
  1624. cameraFar: this.camera.far,
  1625. cameraFov: this.camera.fov,
  1626. cameraMatrix: this.camera.matrix,
  1627. cameraNear: this.camera.near,
  1628. cameraUp: this.camera.up,
  1629. cameraZoom: this.camera.zoom,
  1630. gizmoMatrix: this._gizmos.matrix
  1631. } } );
  1632. }
  1633. navigator.clipboard.writeText( state );
  1634. };
  1635. pasteState = () => {
  1636. const self = this;
  1637. navigator.clipboard.readText().then( function resolved( value ) {
  1638. self.setStateFromJSON( value );
  1639. } );
  1640. };
  1641. /**
  1642. * Save the current state of the control. This can later be recover with .reset
  1643. */
  1644. saveState = () => {
  1645. this._cameraMatrixState0.copy( this.camera.matrix );
  1646. this._gizmoMatrixState0.copy( this._gizmos.matrix );
  1647. this._nearPos = this.camera.near;
  1648. this._farPos = this.camera.far;
  1649. this._zoom0 = this.camera.zoom;
  1650. this._up0.copy( this.camera.up );
  1651. if ( this.camera.isPerspectiveCamera ) {
  1652. this._fov0 = this.camera.fov;
  1653. }
  1654. };
  1655. /**
  1656. * Perform uniform scale operation around a given point
  1657. * @param {Number} size Scale factor
  1658. * @param {Vector3} point Point around which scale
  1659. * @param {Boolean} scaleGizmos If gizmos should be scaled (Perspective only)
  1660. * @returns {Object} Object with 'camera' and 'gizmo' fields containing transformation matrices resulting from the operation to be applied to the camera and gizmos
  1661. */
  1662. scale = ( size, point, scaleGizmos = true ) => {
  1663. const scalePoint = point.clone();
  1664. let sizeInverse = 1 / size;
  1665. if ( this.camera.isOrthographicCamera ) {
  1666. //camera zoom
  1667. this.camera.zoom = this._zoomState;
  1668. this.camera.zoom *= size;
  1669. //check min and max zoom
  1670. if ( this.camera.zoom > this.maxZoom ) {
  1671. this.camera.zoom = this.maxZoom;
  1672. sizeInverse = this._zoomState / this.maxZoom;
  1673. } else if ( this.camera.zoom < this.minZoom ) {
  1674. this.camera.zoom = this.minZoom;
  1675. sizeInverse = this._zoomState / this.minZoom;
  1676. }
  1677. this.camera.updateProjectionMatrix();
  1678. this._v3_1.setFromMatrixPosition( this._gizmoMatrixState ); //gizmos position
  1679. //scale gizmos so they appear in the same spot having the same dimension
  1680. this._scaleMatrix.makeScale( sizeInverse, sizeInverse, sizeInverse );
  1681. this._translationMatrix.makeTranslation( - this._v3_1.x, - this._v3_1.y, - this._v3_1.z );
  1682. this._m4_2.makeTranslation( this._v3_1.x, this._v3_1.y, this._v3_1.z ).multiply( this._scaleMatrix );
  1683. this._m4_2.multiply( this._translationMatrix );
  1684. //move camera and gizmos to obtain pinch effect
  1685. scalePoint.sub( this._v3_1 );
  1686. const amount = scalePoint.clone().multiplyScalar( sizeInverse );
  1687. scalePoint.sub( amount );
  1688. this._m4_1.makeTranslation( scalePoint.x, scalePoint.y, scalePoint.z );
  1689. this._m4_2.premultiply( this._m4_1 );
  1690. this.setTransformationMatrices( this._m4_1, this._m4_2 );
  1691. return _transformation;
  1692. } else if ( this.camera.isPerspectiveCamera ) {
  1693. this._v3_1.setFromMatrixPosition( this._cameraMatrixState );
  1694. this._v3_2.setFromMatrixPosition( this._gizmoMatrixState );
  1695. //move camera
  1696. let distance = this._v3_1.distanceTo( scalePoint );
  1697. let amount = distance - ( distance * sizeInverse );
  1698. //check min and max distance
  1699. const newDistance = distance - amount;
  1700. if ( newDistance < this.minDistance ) {
  1701. sizeInverse = this.minDistance / distance;
  1702. amount = distance - ( distance * sizeInverse );
  1703. } else if ( newDistance > this.maxDistance ) {
  1704. sizeInverse = this.maxDistance / distance;
  1705. amount = distance - ( distance * sizeInverse );
  1706. }
  1707. let direction = scalePoint.clone().sub( this._v3_1 ).normalize().multiplyScalar( amount );
  1708. this._m4_1.makeTranslation( direction.x, direction.y, direction.z );
  1709. if ( scaleGizmos ) {
  1710. //scale gizmos so they appear in the same spot having the same dimension
  1711. const pos = this._v3_2;
  1712. distance = pos.distanceTo( scalePoint );
  1713. amount = distance - ( distance * sizeInverse );
  1714. direction = scalePoint.clone().sub( this._v3_2 ).normalize().multiplyScalar( amount );
  1715. this._translationMatrix.makeTranslation( pos.x, pos.y, pos.z );
  1716. this._scaleMatrix.makeScale( sizeInverse, sizeInverse, sizeInverse );
  1717. this._m4_2.makeTranslation( direction.x, direction.y, direction.z ).multiply( this._translationMatrix );
  1718. this._m4_2.multiply( this._scaleMatrix );
  1719. this._translationMatrix.makeTranslation( - pos.x, - pos.y, - pos.z );
  1720. this._m4_2.multiply( this._translationMatrix );
  1721. this.setTransformationMatrices( this._m4_1, this._m4_2 );
  1722. } else {
  1723. this.setTransformationMatrices( this._m4_1 );
  1724. }
  1725. return _transformation;
  1726. }
  1727. };
  1728. /**
  1729. * Set camera fov
  1730. * @param {Number} value fov to be setted
  1731. */
  1732. setFov = ( value ) => {
  1733. if ( this.camera.isPerspectiveCamera ) {
  1734. this.camera.fov = MathUtils.clamp( value, this.minFov, this.maxFov );
  1735. this.camera.updateProjectionMatrix();
  1736. }
  1737. };
  1738. /**
  1739. * Set the trackball's center point
  1740. * @param {Number} x X coordinate
  1741. * @param {Number} y Y coordinate
  1742. * @param {Number} z Z coordinate
  1743. */
  1744. setTarget = ( x, y, z ) => {
  1745. this.target.set( x, y, z );
  1746. this._gizmos.position.set( x, y, z ); //for correct radius calculation
  1747. this._tbRadius = this.calculateTbRadius( this.camera );
  1748. this.makeGizmos( this.target, this._tbRadius );
  1749. this.camera.lookAt( this.target );
  1750. };
  1751. /**
  1752. * Set values in transformation object
  1753. * @param {Matrix4} camera Transformation to be applied to the camera
  1754. * @param {Matrix4} gizmos Transformation to be applied to gizmos
  1755. */
  1756. setTransformationMatrices( camera = null, gizmos = null ) {
  1757. if ( camera != null ) {
  1758. if ( _transformation.camera != null ) {
  1759. _transformation.camera.copy( camera );
  1760. } else {
  1761. _transformation.camera = camera.clone();
  1762. }
  1763. } else {
  1764. _transformation.camera = null;
  1765. }
  1766. if ( gizmos != null ) {
  1767. if ( _transformation.gizmos != null ) {
  1768. _transformation.gizmos.copy( gizmos );
  1769. } else {
  1770. _transformation.gizmos = gizmos.clone();
  1771. }
  1772. } else {
  1773. _transformation.gizmos = null;
  1774. }
  1775. }
  1776. /**
  1777. * Rotate camera around its direction axis passing by a given point by a given angle
  1778. * @param {Vector3} point The point where the rotation axis is passing trough
  1779. * @param {Number} angle Angle in radians
  1780. * @returns The computed transormation matix
  1781. */
  1782. zRotate = ( point, angle ) => {
  1783. this._rotationMatrix.makeRotationAxis( this._rotationAxis, angle );
  1784. this._translationMatrix.makeTranslation( - point.x, - point.y, - point.z );
  1785. this._m4_1.makeTranslation( point.x, point.y, point.z );
  1786. this._m4_1.multiply( this._rotationMatrix );
  1787. this._m4_1.multiply( this._translationMatrix );
  1788. this._v3_1.setFromMatrixPosition( this._gizmoMatrixState ).sub( point ); //vector from rotation center to gizmos position
  1789. this._v3_2.copy( this._v3_1 ).applyAxisAngle( this._rotationAxis, angle ); //apply rotation
  1790. this._v3_2.sub( this._v3_1 );
  1791. this._m4_2.makeTranslation( this._v3_2.x, this._v3_2.y, this._v3_2.z );
  1792. this.setTransformationMatrices( this._m4_1, this._m4_2 );
  1793. return _transformation;
  1794. };
  1795. getRaycaster() {
  1796. return _raycaster;
  1797. }
  1798. /**
  1799. * Unproject the cursor on the 3D object surface
  1800. * @param {Vector2} cursor Cursor coordinates in NDC
  1801. * @param {Camera} camera Virtual camera
  1802. * @returns {Vector3} The point of intersection with the model, if exist, null otherwise
  1803. */
  1804. unprojectOnObj = ( cursor, camera ) => {
  1805. const raycaster = this.getRaycaster();
  1806. raycaster.near = camera.near;
  1807. raycaster.far = camera.far;
  1808. raycaster.setFromCamera( cursor, camera );
  1809. const intersect = raycaster.intersectObjects( this.scene.children, true );
  1810. for ( let i = 0; i < intersect.length; i ++ ) {
  1811. if ( intersect[ i ].object.uuid != this._gizmos.uuid && intersect[ i ].face != null ) {
  1812. return intersect[ i ].point.clone();
  1813. }
  1814. }
  1815. return null;
  1816. };
  1817. /**
  1818. * Unproject the cursor on the trackball surface
  1819. * @param {Camera} camera The virtual camera
  1820. * @param {Number} cursorX Cursor horizontal coordinate on screen
  1821. * @param {Number} cursorY Cursor vertical coordinate on screen
  1822. * @param {HTMLElement} canvas The canvas where the renderer draws its output
  1823. * @param {number} tbRadius The trackball radius
  1824. * @returns {Vector3} The unprojected point on the trackball surface
  1825. */
  1826. unprojectOnTbSurface = ( camera, cursorX, cursorY, canvas, tbRadius ) => {
  1827. if ( camera.type == 'OrthographicCamera' ) {
  1828. this._v2_1.copy( this.getCursorPosition( cursorX, cursorY, canvas ) );
  1829. this._v3_1.set( this._v2_1.x, this._v2_1.y, 0 );
  1830. const x2 = Math.pow( this._v2_1.x, 2 );
  1831. const y2 = Math.pow( this._v2_1.y, 2 );
  1832. const r2 = Math.pow( this._tbRadius, 2 );
  1833. if ( x2 + y2 <= r2 * 0.5 ) {
  1834. //intersection with sphere
  1835. this._v3_1.setZ( Math.sqrt( r2 - ( x2 + y2 ) ) );
  1836. } else {
  1837. //intersection with hyperboloid
  1838. this._v3_1.setZ( ( r2 * 0.5 ) / ( Math.sqrt( x2 + y2 ) ) );
  1839. }
  1840. return this._v3_1;
  1841. } else if ( camera.type == 'PerspectiveCamera' ) {
  1842. //unproject cursor on the near plane
  1843. this._v2_1.copy( this.getCursorNDC( cursorX, cursorY, canvas ) );
  1844. this._v3_1.set( this._v2_1.x, this._v2_1.y, - 1 );
  1845. this._v3_1.applyMatrix4( camera.projectionMatrixInverse );
  1846. const rayDir = this._v3_1.clone().normalize(); //unprojected ray direction
  1847. const cameraGizmoDistance = camera.position.distanceTo( this._gizmos.position );
  1848. const radius2 = Math.pow( tbRadius, 2 );
  1849. // camera
  1850. // |\
  1851. // | \
  1852. // | \
  1853. // h | \
  1854. // | \
  1855. // | \
  1856. // _ _ | _ _ _\ _ _ near plane
  1857. // l
  1858. const h = this._v3_1.z;
  1859. const l = Math.sqrt( Math.pow( this._v3_1.x, 2 ) + Math.pow( this._v3_1.y, 2 ) );
  1860. if ( l == 0 ) {
  1861. //ray aligned with camera
  1862. rayDir.set( this._v3_1.x, this._v3_1.y, tbRadius );
  1863. return rayDir;
  1864. }
  1865. const m = h / l;
  1866. const q = cameraGizmoDistance;
  1867. /*
  1868. * calculate intersection point between unprojected ray and trackball surface
  1869. *|y = m * x + q
  1870. *|x^2 + y^2 = r^2
  1871. *
  1872. * (m^2 + 1) * x^2 + (2 * m * q) * x + q^2 - r^2 = 0
  1873. */
  1874. let a = Math.pow( m, 2 ) + 1;
  1875. let b = 2 * m * q;
  1876. let c = Math.pow( q, 2 ) - radius2;
  1877. let delta = Math.pow( b, 2 ) - ( 4 * a * c );
  1878. if ( delta >= 0 ) {
  1879. //intersection with sphere
  1880. this._v2_1.setX( ( - b - Math.sqrt( delta ) ) / ( 2 * a ) );
  1881. this._v2_1.setY( m * this._v2_1.x + q );
  1882. const angle = MathUtils.RAD2DEG * this._v2_1.angle();
  1883. if ( angle >= 45 ) {
  1884. //if angle between intersection point and X' axis is >= 45°, return that point
  1885. //otherwise, calculate intersection point with hyperboloid
  1886. const rayLength = Math.sqrt( Math.pow( this._v2_1.x, 2 ) + Math.pow( ( cameraGizmoDistance - this._v2_1.y ), 2 ) );
  1887. rayDir.multiplyScalar( rayLength );
  1888. rayDir.z += cameraGizmoDistance;
  1889. return rayDir;
  1890. }
  1891. }
  1892. //intersection with hyperboloid
  1893. /*
  1894. *|y = m * x + q
  1895. *|y = (1 / x) * (r^2 / 2)
  1896. *
  1897. * m * x^2 + q * x - r^2 / 2 = 0
  1898. */
  1899. a = m;
  1900. b = q;
  1901. c = - radius2 * 0.5;
  1902. delta = Math.pow( b, 2 ) - ( 4 * a * c );
  1903. this._v2_1.setX( ( - b - Math.sqrt( delta ) ) / ( 2 * a ) );
  1904. this._v2_1.setY( m * this._v2_1.x + q );
  1905. const rayLength = Math.sqrt( Math.pow( this._v2_1.x, 2 ) + Math.pow( ( cameraGizmoDistance - this._v2_1.y ), 2 ) );
  1906. rayDir.multiplyScalar( rayLength );
  1907. rayDir.z += cameraGizmoDistance;
  1908. return rayDir;
  1909. }
  1910. };
  1911. /**
  1912. * Unproject the cursor on the plane passing through the center of the trackball orthogonal to the camera
  1913. * @param {Camera} camera The virtual camera
  1914. * @param {Number} cursorX Cursor horizontal coordinate on screen
  1915. * @param {Number} cursorY Cursor vertical coordinate on screen
  1916. * @param {HTMLElement} canvas The canvas where the renderer draws its output
  1917. * @param {Boolean} initialDistance If initial distance between camera and gizmos should be used for calculations instead of current (Perspective only)
  1918. * @returns {Vector3} The unprojected point on the trackball plane
  1919. */
  1920. unprojectOnTbPlane = ( camera, cursorX, cursorY, canvas, initialDistance = false ) => {
  1921. if ( camera.type == 'OrthographicCamera' ) {
  1922. this._v2_1.copy( this.getCursorPosition( cursorX, cursorY, canvas ) );
  1923. this._v3_1.set( this._v2_1.x, this._v2_1.y, 0 );
  1924. return this._v3_1.clone();
  1925. } else if ( camera.type == 'PerspectiveCamera' ) {
  1926. this._v2_1.copy( this.getCursorNDC( cursorX, cursorY, canvas ) );
  1927. //unproject cursor on the near plane
  1928. this._v3_1.set( this._v2_1.x, this._v2_1.y, - 1 );
  1929. this._v3_1.applyMatrix4( camera.projectionMatrixInverse );
  1930. const rayDir = this._v3_1.clone().normalize(); //unprojected ray direction
  1931. // camera
  1932. // |\
  1933. // | \
  1934. // | \
  1935. // h | \
  1936. // | \
  1937. // | \
  1938. // _ _ | _ _ _\ _ _ near plane
  1939. // l
  1940. const h = this._v3_1.z;
  1941. const l = Math.sqrt( Math.pow( this._v3_1.x, 2 ) + Math.pow( this._v3_1.y, 2 ) );
  1942. let cameraGizmoDistance;
  1943. if ( initialDistance ) {
  1944. cameraGizmoDistance = this._v3_1.setFromMatrixPosition( this._cameraMatrixState0 ).distanceTo( this._v3_2.setFromMatrixPosition( this._gizmoMatrixState0 ) );
  1945. } else {
  1946. cameraGizmoDistance = camera.position.distanceTo( this._gizmos.position );
  1947. }
  1948. /*
  1949. * calculate intersection point between unprojected ray and the plane
  1950. *|y = mx + q
  1951. *|y = 0
  1952. *
  1953. * x = -q/m
  1954. */
  1955. if ( l == 0 ) {
  1956. //ray aligned with camera
  1957. rayDir.set( 0, 0, 0 );
  1958. return rayDir;
  1959. }
  1960. const m = h / l;
  1961. const q = cameraGizmoDistance;
  1962. const x = - q / m;
  1963. const rayLength = Math.sqrt( Math.pow( q, 2 ) + Math.pow( x, 2 ) );
  1964. rayDir.multiplyScalar( rayLength );
  1965. rayDir.z = 0;
  1966. return rayDir;
  1967. }
  1968. };
  1969. /**
  1970. * Update camera and gizmos state
  1971. */
  1972. updateMatrixState = () => {
  1973. //update camera and gizmos state
  1974. this._cameraMatrixState.copy( this.camera.matrix );
  1975. this._gizmoMatrixState.copy( this._gizmos.matrix );
  1976. if ( this.camera.isOrthographicCamera ) {
  1977. this._cameraProjectionState.copy( this.camera.projectionMatrix );
  1978. this.camera.updateProjectionMatrix();
  1979. this._zoomState = this.camera.zoom;
  1980. } else if ( this.camera.isPerspectiveCamera ) {
  1981. this._fovState = this.camera.fov;
  1982. }
  1983. };
  1984. /**
  1985. * Update the trackball FSA
  1986. * @param {STATE} newState New state of the FSA
  1987. * @param {Boolean} updateMatrices If matriices state should be updated
  1988. */
  1989. updateTbState = ( newState, updateMatrices ) => {
  1990. this._state = newState;
  1991. if ( updateMatrices ) {
  1992. this.updateMatrixState();
  1993. }
  1994. };
  1995. update = () => {
  1996. const EPS = 0.000001;
  1997. //check min/max parameters
  1998. if ( this.camera.isOrthographicCamera ) {
  1999. //check zoom
  2000. if ( this.camera.zoom > this.maxZoom || this.camera.zoom < this.minZoom ) {
  2001. const newZoom = MathUtils.clamp( this.camera.zoom, this.minZoom, this.maxZoom );
  2002. this.applyTransformMatrix( this.scale( newZoom / this.camera.zoom, this._gizmos.position, true ) );
  2003. }
  2004. } else if ( this.camera.isPerspectiveCamera ) {
  2005. //check distance
  2006. const distance = this.camera.position.distanceTo( this._gizmos.position );
  2007. if ( distance > this.maxDistance + EPS || distance < this.minDistance - EPS ) {
  2008. const newDistance = MathUtils.clamp( distance, this.minDistance, this.maxDistance );
  2009. this.applyTransformMatrix( this.scale( newDistance / distance, this._gizmos.position ) );
  2010. this.updateMatrixState();
  2011. }
  2012. //check fov
  2013. if ( this.camera.fov < this.minFov || this.camera.fov > this.maxFov ) {
  2014. this.camera.fov = MathUtils.clamp( this.camera.fov, this.minFov, this.maxFov );
  2015. this.camera.updateProjectionMatrix();
  2016. }
  2017. const oldRadius = this._tbRadius;
  2018. this._tbRadius = this.calculateTbRadius( this.camera );
  2019. if ( oldRadius < this._tbRadius - EPS || oldRadius > this._tbRadius + EPS ) {
  2020. const scale = ( this._gizmos.scale.x + this._gizmos.scale.y + this._gizmos.scale.z ) / 3;
  2021. const newRadius = this._tbRadius / scale;
  2022. const curve = new EllipseCurve( 0, 0, newRadius, newRadius );
  2023. const points = curve.getPoints( this._curvePts );
  2024. const curveGeometry = new BufferGeometry().setFromPoints( points );
  2025. for ( const gizmo in this._gizmos.children ) {
  2026. this._gizmos.children[ gizmo ].geometry = curveGeometry;
  2027. }
  2028. }
  2029. }
  2030. this.camera.lookAt( this._gizmos.position );
  2031. };
  2032. setStateFromJSON = ( json ) => {
  2033. const state = JSON.parse( json );
  2034. if ( state.arcballState != undefined ) {
  2035. this._cameraMatrixState.fromArray( state.arcballState.cameraMatrix.elements );
  2036. this._cameraMatrixState.decompose( this.camera.position, this.camera.quaternion, this.camera.scale );
  2037. this.camera.up.copy( state.arcballState.cameraUp );
  2038. this.camera.near = state.arcballState.cameraNear;
  2039. this.camera.far = state.arcballState.cameraFar;
  2040. this.camera.zoom = state.arcballState.cameraZoom;
  2041. if ( this.camera.isPerspectiveCamera ) {
  2042. this.camera.fov = state.arcballState.cameraFov;
  2043. }
  2044. this._gizmoMatrixState.fromArray( state.arcballState.gizmoMatrix.elements );
  2045. this._gizmoMatrixState.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );
  2046. this.camera.updateMatrix();
  2047. this.camera.updateProjectionMatrix();
  2048. this._gizmos.updateMatrix();
  2049. this._tbRadius = this.calculateTbRadius( this.camera );
  2050. const gizmoTmp = new Matrix4().copy( this._gizmoMatrixState0 );
  2051. this.makeGizmos( this._gizmos.position, this._tbRadius );
  2052. this._gizmoMatrixState0.copy( gizmoTmp );
  2053. this.camera.lookAt( this._gizmos.position );
  2054. this.updateTbState( STATE.IDLE, false );
  2055. this.dispatchEvent( _changeEvent );
  2056. }
  2057. };
  2058. }
  2059. export { ArcballControls };