OrbitControls.js 15 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. // How far you can orbit horizontally, upper and lower limits.
  54. // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
  55. this.minAzimuthAngle = - Infinity; // radians
  56. this.maxAzimuthAngle = Infinity; // radians
  57. // Set to true to disable use of the keys
  58. this.noKeys = false;
  59. // The four arrow keys
  60. this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
  61. ////////////
  62. // internals
  63. var scope = this;
  64. var EPS = 0.000001;
  65. var rotateStart = new THREE.Vector2();
  66. var rotateEnd = new THREE.Vector2();
  67. var rotateDelta = new THREE.Vector2();
  68. var panStart = new THREE.Vector2();
  69. var panEnd = new THREE.Vector2();
  70. var panDelta = new THREE.Vector2();
  71. var panOffset = new THREE.Vector3();
  72. var offset = new THREE.Vector3();
  73. var dollyStart = new THREE.Vector2();
  74. var dollyEnd = new THREE.Vector2();
  75. var dollyDelta = new THREE.Vector2();
  76. var phiDelta = 0;
  77. var thetaDelta = 0;
  78. var scale = 1;
  79. var pan = new THREE.Vector3();
  80. var lastPosition = new THREE.Vector3();
  81. var lastQuaternion = new THREE.Quaternion();
  82. var STATE = { NONE : -1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 };
  83. var state = STATE.NONE;
  84. // for reset
  85. this.target0 = this.target.clone();
  86. this.position0 = this.object.position.clone();
  87. // so camera.up is the orbit axis
  88. var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
  89. var quatInverse = quat.clone().inverse();
  90. // events
  91. var changeEvent = { type: 'change' };
  92. var startEvent = { type: 'start'};
  93. var endEvent = { type: 'end'};
  94. this.rotateLeft = function ( angle ) {
  95. if ( angle === undefined ) {
  96. angle = getAutoRotationAngle();
  97. }
  98. thetaDelta -= angle;
  99. };
  100. this.rotateUp = function ( angle ) {
  101. if ( angle === undefined ) {
  102. angle = getAutoRotationAngle();
  103. }
  104. phiDelta -= angle;
  105. };
  106. // pass in distance in world space to move left
  107. this.panLeft = function ( distance ) {
  108. var te = this.object.matrix.elements;
  109. // get X column of matrix
  110. panOffset.set( te[ 0 ], te[ 1 ], te[ 2 ] );
  111. panOffset.multiplyScalar( - distance );
  112. pan.add( panOffset );
  113. };
  114. // pass in distance in world space to move up
  115. this.panUp = function ( distance ) {
  116. var te = this.object.matrix.elements;
  117. // get Y column of matrix
  118. panOffset.set( te[ 4 ], te[ 5 ], te[ 6 ] );
  119. panOffset.multiplyScalar( distance );
  120. pan.add( panOffset );
  121. };
  122. // pass in x,y of change desired in pixel space,
  123. // right and down are positive
  124. this.pan = function ( deltaX, deltaY ) {
  125. var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
  126. if ( scope.object.fov !== undefined ) {
  127. // perspective
  128. var position = scope.object.position;
  129. var offset = position.clone().sub( scope.target );
  130. var targetDistance = offset.length();
  131. // half of the fov is center to top of screen
  132. targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
  133. // we actually don't use screenWidth, since perspective camera is fixed to screen height
  134. scope.panLeft( 2 * deltaX * targetDistance / element.clientHeight );
  135. scope.panUp( 2 * deltaY * targetDistance / element.clientHeight );
  136. } else if ( scope.object.top !== undefined ) {
  137. // orthographic
  138. scope.panLeft( deltaX * (scope.object.right - scope.object.left) / element.clientWidth );
  139. scope.panUp( deltaY * (scope.object.top - scope.object.bottom) / element.clientHeight );
  140. } else {
  141. // camera neither orthographic or perspective
  142. console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
  143. }
  144. };
  145. this.dollyIn = function ( dollyScale ) {
  146. if ( dollyScale === undefined ) {
  147. dollyScale = getZoomScale();
  148. }
  149. scale /= dollyScale;
  150. };
  151. this.dollyOut = function ( dollyScale ) {
  152. if ( dollyScale === undefined ) {
  153. dollyScale = getZoomScale();
  154. }
  155. scale *= dollyScale;
  156. };
  157. this.update = function () {
  158. var position = this.object.position;
  159. offset.copy( position ).sub( this.target );
  160. // rotate offset to "y-axis-is-up" space
  161. offset.applyQuaternion( quat );
  162. // angle from z-axis around y-axis
  163. var theta = Math.atan2( offset.x, offset.z );
  164. // angle from y-axis
  165. var phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );
  166. if ( this.autoRotate ) {
  167. this.rotateLeft( getAutoRotationAngle() );
  168. }
  169. theta += thetaDelta;
  170. phi += phiDelta;
  171. // restrict theta to be between desired limits
  172. theta = Math.max( this.minAzimuthAngle, Math.min( this.maxAzimuthAngle, theta ) );
  173. // restrict phi to be between desired limits
  174. phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) );
  175. // restrict phi to be betwee EPS and PI-EPS
  176. phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );
  177. var radius = offset.length() * scale;
  178. // restrict radius to be between desired limits
  179. radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );
  180. // move target to panned location
  181. this.target.add( pan );
  182. offset.x = radius * Math.sin( phi ) * Math.sin( theta );
  183. offset.y = radius * Math.cos( phi );
  184. offset.z = radius * Math.sin( phi ) * Math.cos( theta );
  185. // rotate offset back to "camera-up-vector-is-up" space
  186. offset.applyQuaternion( quatInverse );
  187. position.copy( this.target ).add( offset );
  188. this.object.lookAt( this.target );
  189. thetaDelta = 0;
  190. phiDelta = 0;
  191. scale = 1;
  192. pan.set( 0, 0, 0 );
  193. // update condition is:
  194. // min(camera displacement, camera rotation in radians)^2 > EPS
  195. // using small-angle approximation cos(x/2) = 1 - x^2 / 8
  196. if ( lastPosition.distanceToSquared( this.object.position ) > EPS
  197. || 8 * (1 - lastQuaternion.dot(this.object.quaternion)) > EPS ) {
  198. this.dispatchEvent( changeEvent );
  199. lastPosition.copy( this.object.position );
  200. lastQuaternion.copy (this.object.quaternion );
  201. }
  202. };
  203. this.reset = function () {
  204. state = STATE.NONE;
  205. this.target.copy( this.target0 );
  206. this.object.position.copy( this.position0 );
  207. this.update();
  208. };
  209. function getAutoRotationAngle() {
  210. return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
  211. }
  212. function getZoomScale() {
  213. return Math.pow( 0.95, scope.zoomSpeed );
  214. }
  215. function onMouseDown( event ) {
  216. if ( scope.enabled === false ) return;
  217. event.preventDefault();
  218. if ( event.button === 0 ) {
  219. if ( scope.noRotate === true ) return;
  220. state = STATE.ROTATE;
  221. rotateStart.set( event.clientX, event.clientY );
  222. } else if ( event.button === 1 ) {
  223. if ( scope.noZoom === true ) return;
  224. state = STATE.DOLLY;
  225. dollyStart.set( event.clientX, event.clientY );
  226. } else if ( event.button === 2 ) {
  227. if ( scope.noPan === true ) return;
  228. state = STATE.PAN;
  229. panStart.set( event.clientX, event.clientY );
  230. }
  231. document.addEventListener( 'mousemove', onMouseMove, false );
  232. document.addEventListener( 'mouseup', onMouseUp, false );
  233. scope.dispatchEvent( startEvent );
  234. }
  235. function onMouseMove( event ) {
  236. if ( scope.enabled === false ) return;
  237. event.preventDefault();
  238. var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
  239. if ( state === STATE.ROTATE ) {
  240. if ( scope.noRotate === true ) return;
  241. rotateEnd.set( event.clientX, event.clientY );
  242. rotateDelta.subVectors( rotateEnd, rotateStart );
  243. // rotating across whole screen goes 360 degrees around
  244. scope.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
  245. // rotating up and down along whole screen attempts to go 360, but limited to 180
  246. scope.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
  247. rotateStart.copy( rotateEnd );
  248. } else if ( state === STATE.DOLLY ) {
  249. if ( scope.noZoom === true ) return;
  250. dollyEnd.set( event.clientX, event.clientY );
  251. dollyDelta.subVectors( dollyEnd, dollyStart );
  252. if ( dollyDelta.y > 0 ) {
  253. scope.dollyIn();
  254. } else {
  255. scope.dollyOut();
  256. }
  257. dollyStart.copy( dollyEnd );
  258. } else if ( state === STATE.PAN ) {
  259. if ( scope.noPan === true ) return;
  260. panEnd.set( event.clientX, event.clientY );
  261. panDelta.subVectors( panEnd, panStart );
  262. scope.pan( panDelta.x, panDelta.y );
  263. panStart.copy( panEnd );
  264. }
  265. scope.update();
  266. }
  267. function onMouseUp( /* event */ ) {
  268. if ( scope.enabled === false ) return;
  269. document.removeEventListener( 'mousemove', onMouseMove, false );
  270. document.removeEventListener( 'mouseup', onMouseUp, false );
  271. scope.dispatchEvent( endEvent );
  272. state = STATE.NONE;
  273. }
  274. function onMouseWheel( event ) {
  275. if ( scope.enabled === false || scope.noZoom === true ) return;
  276. event.preventDefault();
  277. event.stopPropagation();
  278. var delta = 0;
  279. if ( event.wheelDelta !== undefined ) { // WebKit / Opera / Explorer 9
  280. delta = event.wheelDelta;
  281. } else if ( event.detail !== undefined ) { // Firefox
  282. delta = - event.detail;
  283. }
  284. if ( delta > 0 ) {
  285. scope.dollyOut();
  286. } else {
  287. scope.dollyIn();
  288. }
  289. scope.update();
  290. scope.dispatchEvent( startEvent );
  291. scope.dispatchEvent( endEvent );
  292. }
  293. function onKeyDown( event ) {
  294. if ( scope.enabled === false || scope.noKeys === true || scope.noPan === true ) return;
  295. switch ( event.keyCode ) {
  296. case scope.keys.UP:
  297. scope.pan( 0, scope.keyPanSpeed );
  298. scope.update();
  299. break;
  300. case scope.keys.BOTTOM:
  301. scope.pan( 0, - scope.keyPanSpeed );
  302. scope.update();
  303. break;
  304. case scope.keys.LEFT:
  305. scope.pan( scope.keyPanSpeed, 0 );
  306. scope.update();
  307. break;
  308. case scope.keys.RIGHT:
  309. scope.pan( - scope.keyPanSpeed, 0 );
  310. scope.update();
  311. break;
  312. }
  313. }
  314. function touchstart( event ) {
  315. if ( scope.enabled === false ) return;
  316. switch ( event.touches.length ) {
  317. case 1: // one-fingered touch: rotate
  318. if ( scope.noRotate === true ) return;
  319. state = STATE.TOUCH_ROTATE;
  320. rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  321. break;
  322. case 2: // two-fingered touch: dolly
  323. if ( scope.noZoom === true ) return;
  324. state = STATE.TOUCH_DOLLY;
  325. var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
  326. var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
  327. var distance = Math.sqrt( dx * dx + dy * dy );
  328. dollyStart.set( 0, distance );
  329. break;
  330. case 3: // three-fingered touch: pan
  331. if ( scope.noPan === true ) return;
  332. state = STATE.TOUCH_PAN;
  333. panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  334. break;
  335. default:
  336. state = STATE.NONE;
  337. }
  338. scope.dispatchEvent( startEvent );
  339. }
  340. function touchmove( event ) {
  341. if ( scope.enabled === false ) return;
  342. event.preventDefault();
  343. event.stopPropagation();
  344. var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
  345. switch ( event.touches.length ) {
  346. case 1: // one-fingered touch: rotate
  347. if ( scope.noRotate === true ) return;
  348. if ( state !== STATE.TOUCH_ROTATE ) return;
  349. rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  350. rotateDelta.subVectors( rotateEnd, rotateStart );
  351. // rotating across whole screen goes 360 degrees around
  352. scope.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
  353. // rotating up and down along whole screen attempts to go 360, but limited to 180
  354. scope.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
  355. rotateStart.copy( rotateEnd );
  356. scope.update();
  357. break;
  358. case 2: // two-fingered touch: dolly
  359. if ( scope.noZoom === true ) return;
  360. if ( state !== STATE.TOUCH_DOLLY ) return;
  361. var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
  362. var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
  363. var distance = Math.sqrt( dx * dx + dy * dy );
  364. dollyEnd.set( 0, distance );
  365. dollyDelta.subVectors( dollyEnd, dollyStart );
  366. if ( dollyDelta.y > 0 ) {
  367. scope.dollyOut();
  368. } else {
  369. scope.dollyIn();
  370. }
  371. dollyStart.copy( dollyEnd );
  372. scope.update();
  373. break;
  374. case 3: // three-fingered touch: pan
  375. if ( scope.noPan === true ) return;
  376. if ( state !== STATE.TOUCH_PAN ) return;
  377. panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  378. panDelta.subVectors( panEnd, panStart );
  379. scope.pan( panDelta.x, panDelta.y );
  380. panStart.copy( panEnd );
  381. scope.update();
  382. break;
  383. default:
  384. state = STATE.NONE;
  385. }
  386. }
  387. function touchend( /* event */ ) {
  388. if ( scope.enabled === false ) return;
  389. scope.dispatchEvent( endEvent );
  390. state = STATE.NONE;
  391. }
  392. this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
  393. this.domElement.addEventListener( 'mousedown', onMouseDown, false );
  394. this.domElement.addEventListener( 'mousewheel', onMouseWheel, false );
  395. this.domElement.addEventListener( 'DOMMouseScroll', onMouseWheel, false ); // firefox
  396. this.domElement.addEventListener( 'touchstart', touchstart, false );
  397. this.domElement.addEventListener( 'touchend', touchend, false );
  398. this.domElement.addEventListener( 'touchmove', touchmove, false );
  399. window.addEventListener( 'keydown', onKeyDown, false );
  400. // force an update at start
  401. this.update();
  402. };
  403. THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );