polygon-website-foss/js/3D/PolygonOrbitControls.js

798 lines
22 KiB
JavaScript

/*
Major modifications made to OrbitControls by NDean
*/
/**
* @author qiao / https://github.com/qiao
* @author mrdoob / http://mrdoob.com
* @author alteredq / http://alteredqualia.com/
* @author WestLangley / http://github.com/WestLangley
* @author erich666 / http://erichaines.com
*/
/*global THREE, console */
// This set of controls performs orbiting, dollying (zooming), and panning. It maintains
// the "up" direction as +Y, unlike the TrackballControls. Touch on tablet and phones is
// supported.
//
// Orbit - left mouse / touch: one finger move
// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
// Pan - right mouse, or arrow keys / touch: three finter swipe
//
// This is a drop-in replacement for (most) TrackballControls used in examples.
// That is, include this js file and wherever you see:
// controls = new THREE.TrackballControls( camera );
// controls.target.z = 150;
// Simple substitute "OrbitControls" and the control should work as-is.
THREE.OrbitControls = function (object, domElement, thumbnailJson) {
this.object = object;
this.domElement = (domElement !== undefined) ? domElement : document;
// API
this.autoRotate = true;
this.fullRotation = true;
// Set to false to disable this control
this.enabled = true;
// "target" sets the location of focus, where the control orbits around
// and where it pans with respect to.
var aabbMax = thumbnailJson.aabb.max;
aabbMax = new THREE.Vector3(aabbMax.x, aabbMax.y, aabbMax.z);
var aabbMin = thumbnailJson.aabb.min;
aabbMin = new THREE.Vector3(aabbMin.x, aabbMin.y, aabbMin.z);
var midPoint = new THREE.Vector3();
midPoint.copy(aabbMax).add(aabbMin).multiplyScalar(0.5);
this.target = midPoint;
// center is old, deprecated; use "target" instead
this.center = this.target;
// This option actually enables dollying in and out; left as "zoom" for
// backwards compatibility
this.noZoom = false;
this.zoomSpeed = 1.0;
// Limits to how far you can dolly in and out
this.minDistance = 1;
this.maxDistance = Infinity;
// Set to true to disable this control
this.noRotate = false;
this.rotateSpeed = 1.0;
// Set to true to disable this control
this.noPan = true;
this.keyPanSpeed = 7.0; // pixels moved per arrow key push
//hack by NDean: prevent gimbal lock by adding slight value to mins/maxes
var offsetFromAxis = Math.PI / 180;
// How far you can orbit vertically, upper and lower limits.
// Range is 0 to Math.PI radians.
this.minPolarAngle = 0 + offsetFromAxis; // radians
this.maxPolarAngle = Math.PI - offsetFromAxis; // radians
// Set to true to disable use of the keys
this.noKeys = true;
// The four arrow keys
this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
////////////
// internals
//keep track of last user interaction so we can tween back to default camera position when user is idle
var idleTime = 0.75 * 1000;
var lastActionTime;
function actionBegun() { lastActionTime = undefined; }
function actionEnded() { lastActionTime = $.now(); }
var thumbnailCameraPosition = thumbnailJson.camera.position;
thumbnailCameraPosition = new THREE.Vector3(thumbnailCameraPosition.x, thumbnailCameraPosition.y, thumbnailCameraPosition.z);
var thumbnailCameraDirection = thumbnailJson.camera.direction;
thumbnailCameraDirection = new THREE.Vector3(thumbnailCameraDirection.x, thumbnailCameraDirection.y, thumbnailCameraDirection.z);
var cameraHeight = thumbnailCameraPosition.y;
var cameraVerticalAngle = 22.5 * (Math.PI / 180);
var zDiff = thumbnailCameraPosition.z - this.target.z;
var xDiff = thumbnailCameraPosition.x - this.target.x
var cameraAngle = Math.atan2( xDiff, zDiff); //horizontal angle
var cameraDistance = thumbnailCameraPosition.distanceTo(this.target);
//initial state
//if (this.autoRotate !== true) {
var position = new THREE.Vector3(
thumbnailCameraPosition.x,//this.target.x + cameraDistance * Math.sin(cameraAngle),
thumbnailCameraPosition.y,//cameraHeight,
thumbnailCameraPosition.z//this.target.z + cameraDistance * Math.cos(cameraAngle)
);
var pointToLookat = new THREE.Vector3();
pointToLookat.copy(thumbnailCameraPosition);
pointToLookat.sub(thumbnailCameraDirection);
this.object.position = position;
this.object.lookAt(pointToLookat); //this.target
//}
//for idle rotation or back-and-forth animation
var defaultAngle = cameraAngle;
var maxAngle = Math.PI / 6;
var currentAngle = 0;
var angleIteration = 0;
var rotationDelta = -0.01;
function resetRotation() {
currentAngle = defaultAngle;
angleIteration = 0;
}
var tweenDuration = 1500; //milliseconds
var isTweening = false;
var scope = this;
var EPS = 0.000001;
var rotateStart = new THREE.Vector2();
var rotateEnd = new THREE.Vector2();
var rotateDelta = new THREE.Vector2();
var panStart = new THREE.Vector2();
var panEnd = new THREE.Vector2();
var panDelta = new THREE.Vector2();
var panOffset = new THREE.Vector3();
var offset = new THREE.Vector3();
var dollyStart = new THREE.Vector2();
var dollyEnd = new THREE.Vector2();
var dollyDelta = new THREE.Vector2();
var phiDelta = 0;
var thetaDelta = 0;
var scale = 1;
var pan = new THREE.Vector3();
var lastPosition = new THREE.Vector3();
// ignore scale
var pos = new THREE.Vector3(
this.target.x + cameraDistance * Math.sin(cameraAngle),
this.target.y + cameraDistance * Math.sin(cameraVerticalAngle),
this.target.z + cameraDistance * Math.cos(cameraAngle)
);
this.lastPosition = pos; //{ x: this.object.x, y: this.object.y, z: this.object.z };
var STATE = { NONE: -1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5, IDLE: 6 };
var state = this.autoRotate ? STATE.IDLE : STATE.NONE;
// for reset
this.target0 = this.target.clone();
this.position0 = this.object.position.clone();
var quat = new THREE.Quaternion();
var quatInverse = quat.clone().inverse();
// events
var changeEvent = { type: 'change' };
var startEvent = { type: 'start' };
var endEvent = { type: 'end' };
this.cancelAllTweens = function () {
TWEEN.removeAll();
};
this.tweenToLastPosition = function () {
this.tweenCamera(this.lastPosition, tweenDuration, function () {
state = STATE.IDLE;
});
resetRotation();
};
this.tweenCamera = function (targetPosition, duration, callback) {
isTweening = true;
var rotationTween;
function onUpdate() {
if (isTweening === false) {
rotationTween.stop();
}
scope.object.position.x = this.x;
scope.object.position.y = this.y;
scope.object.position.z = this.z;
scope.object.lookAt(scope.target);
}
rotationTween = new TWEEN.Tween(scope.object.position)
.to(targetPosition, duration)
.easing(TWEEN.Easing.Quadratic.InOut)
.onUpdate(onUpdate)
.onComplete(function () {
isTweening = false;
callback();
})
.start();
}
this.rotateLeft = function (angle) {
if (angle === undefined) {
angle = getAutoRotationAngle();
}
thetaDelta -= angle;
};
this.rotateUp = function (angle) {
if (angle === undefined) {
angle = getAutoRotationAngle();
}
phiDelta -= angle;
};
// pass in distance in world space to move left
this.panLeft = function (distance) {
var te = this.object.matrix.elements;
// get X column of matrix
panOffset.set(te[0], te[1], te[2]);
panOffset.multiplyScalar(-distance);
pan.add(panOffset);
};
// pass in distance in world space to move up
this.panUp = function (distance) {
var te = this.object.matrix.elements;
// get Y column of matrix
panOffset.set(te[4], te[5], te[6]);
panOffset.multiplyScalar(distance);
pan.add(panOffset);
};
// pass in x,y of change desired in pixel space,
// right and down are positive
this.pan = function (deltaX, deltaY) {
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
if (scope.object.fov !== undefined) {
// perspective
var position = scope.object.position;
var offset = position.clone().sub(scope.target);
var targetDistance = offset.length();
// half of the fov is center to top of screen
targetDistance *= Math.tan((scope.object.fov / 2) * Math.PI / 180.0);
// we actually don't use screenWidth, since perspective camera is fixed to screen height
scope.panLeft(2 * deltaX * targetDistance / element.clientHeight);
scope.panUp(2 * deltaY * targetDistance / element.clientHeight);
} else if (scope.object.top !== undefined) {
// orthographic
scope.panLeft(deltaX * (scope.object.right - scope.object.left) / element.clientWidth);
scope.panUp(deltaY * (scope.object.top - scope.object.bottom) / element.clientHeight);
} else {
// camera neither orthographic or perspective
// WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.
}
};
this.dollyIn = function (dollyScale) {
if (dollyScale === undefined) {
dollyScale = getZoomScale();
}
scale /= dollyScale;
};
this.dollyOut = function (dollyScale) {
if (dollyScale === undefined) {
dollyScale = getZoomScale();
}
scale *= dollyScale;
};
this.update = function () {
if (this.autoRotate === true) {
if (state === STATE.IDLE) {
var distance = cameraDistance * scale;
var position = new THREE.Vector3(
this.target.x + distance * Math.sin(currentAngle),
this.target.y + distance * Math.sin(cameraVerticalAngle),
this.target.z + distance * Math.cos(currentAngle)
);
this.object.position = position;
this.object.lookAt(this.target);
// had issue with using reference value to camera.position
if (scope.fullRotation === true) {
currentAngle = defaultAngle + angleIteration;
} else {
currentAngle = defaultAngle + maxAngle * Math.sin(angleIteration);
}
angleIteration += rotationDelta;
return;
}
}
if ((lastActionTime !== undefined) && ($.now() >= (lastActionTime + idleTime))) {
lastActionTime = undefined;
scope.tweenToLastPosition();
}
var position = this.object.position;
offset.copy(position).sub(this.target);
// rotate offset to "y-axis-is-up" space
offset.applyQuaternion(quat);
// angle from z-axis around y-axis
var theta = Math.atan2(offset.x, offset.z);
// angle from y-axis
var phi = Math.atan2(Math.sqrt(offset.x * offset.x + offset.z * offset.z), offset.y);
/*if (this.autoRotate) {
this.rotateLeft(getAutoRotationAngle());
}*/
theta += thetaDelta;
phi += phiDelta;
// restrict phi to be between desired limits
phi = Math.max(this.minPolarAngle, Math.min(this.maxPolarAngle, phi));
// restrict phi to be betwee EPS and PI-EPS
phi = Math.max(EPS, Math.min(Math.PI - EPS, phi));
var radius = offset.length() * scale;
// restrict radius to be between desired limits
radius = Math.max(this.minDistance, Math.min(this.maxDistance, radius));
// move target to panned location
this.target.add(pan);
offset.x = radius * Math.sin(phi) * Math.sin(theta);
offset.y = radius * Math.cos(phi);
offset.z = radius * Math.sin(phi) * Math.cos(theta);
// rotate offset back to "camera-up-vector-is-up" space
offset.applyQuaternion(quatInverse);
position.copy(this.target).add(offset);
this.object.lookAt(this.target);
thetaDelta = 0;
phiDelta = 0;
scale = 1;
pan.set(0, 0, 0);
if (lastPosition.distanceToSquared(this.object.position) > EPS) {
this.dispatchEvent(changeEvent);
lastPosition.copy(this.object.position);
}
};
this.reset = function () {
state = STATE.NONE;
this.target.copy(this.target0);
this.object.position.copy(this.position0);
this.update();
};
function getZoomScale() {
return Math.pow(0.95, scope.zoomSpeed);
}
function onMouseDown(event) {
event.preventDefault();
if (event.button === 0) {
if (scope.noRotate === true) return;
actionBegun();
scale = 1;
scope.cancelAllTweens();
state = STATE.ROTATE;
rotateStart.set(event.clientX, event.clientY);
} else if (event.button === 1) {
if (scope.noZoom === true) return;
state = STATE.DOLLY;
dollyStart.set(event.clientX, event.clientY);
} else if (event.button === 2) {
if (scope.noPan === true) return;
state = STATE.PAN;
panStart.set(event.clientX, event.clientY);
}
scope.domElement.addEventListener('mousemove', onMouseMove, false);
scope.domElement.addEventListener('mouseup', onMouseUp, false);
scope.dispatchEvent(startEvent);
}
function onMouseMove(event) {
if (scope.enabled === false) return;
if (this.autoRotate === true && isTweening === true) {
isTweening = false;
}
event.preventDefault();
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
if (state === STATE.ROTATE) {
if (scope.noRotate === true) return;
rotateEnd.set(event.clientX, event.clientY);
rotateDelta.subVectors(rotateEnd, rotateStart);
// rotating across whole screen goes 360 degrees around
scope.rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed);
// rotating up and down along whole screen attempts to go 360, but limited to 180
//comment out this line to only allow horizontal rotation
scope.rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed);
rotateStart.copy(rotateEnd);
} else if (state === STATE.DOLLY) {
if (scope.noZoom === true) return;
dollyEnd.set(event.clientX, event.clientY);
dollyDelta.subVectors(dollyEnd, dollyStart);
if (dollyDelta.y > 0) {
scope.dollyIn();
} else {
scope.dollyOut();
}
dollyStart.copy(dollyEnd);
} else if (state === STATE.PAN) {
if (scope.noPan === true) return;
panEnd.set(event.clientX, event.clientY);
panDelta.subVectors(panEnd, panStart);
scope.pan(panDelta.x, panDelta.y);
panStart.copy(panEnd);
}
scope.update();
}
function onMouseLeave(event) {
//if the user drags out of the window we want to let go if they're holding down the mouse
if (state == STATE.ROTATE) {
//we need to cancel rotate
onMouseUp();
lastActionTime = undefined;
scope.tweenToLastPosition();
}
event.preventDefault();
event.stopPropagation();
}
function onMouseUp( /* event */) {
if (scope.enabled === false) return;
actionEnded();
scope.domElement.removeEventListener('mousemove', onMouseMove, false);
scope.domElement.removeEventListener('mouseup', onMouseUp, false);
scope.dispatchEvent(endEvent);
state = STATE.NONE;
}
function onMouseWheel(event) {
if (scope.enabled === false || scope.noZoom === true) return;
if (state != STATE.ROTATE) {
actionEnded();
scope.cancelAllTweens();
}
event.preventDefault();
event.stopPropagation();
var delta = 0;
if (event.wheelDelta !== undefined) { // WebKit / Opera / Explorer 9
delta = event.wheelDelta;
} else if (event.detail !== undefined) { // Firefox
delta = - event.detail;
}
if (delta > 0) {
scope.dollyOut();
} else {
scope.dollyIn();
}
scope.update();
scope.dispatchEvent(startEvent);
scope.dispatchEvent(endEvent);
}
function onKeyDown(event) {
if (scope.enabled === false || scope.noKeys === true || scope.noPan === true) return;
switch (event.keyCode) {
case scope.keys.UP:
scope.pan(0, scope.keyPanSpeed);
scope.update();
break;
case scope.keys.BOTTOM:
scope.pan(0, -scope.keyPanSpeed);
scope.update();
break;
case scope.keys.LEFT:
scope.pan(scope.keyPanSpeed, 0);
scope.update();
break;
case scope.keys.RIGHT:
scope.pan(-scope.keyPanSpeed, 0);
scope.update();
break;
}
}
function touchstart(event) {
if (scope.enabled === false) return;
switch (event.touches.length) {
case 1: // one-fingered touch: rotate
if (scope.noRotate === true) return;
state = STATE.TOUCH_ROTATE;
rotateStart.set(event.touches[0].pageX, event.touches[0].pageY);
break;
case 2: // two-fingered touch: dolly
if (scope.noZoom === true) return;
state = STATE.TOUCH_DOLLY;
var dx = event.touches[0].pageX - event.touches[1].pageX;
var dy = event.touches[0].pageY - event.touches[1].pageY;
var distance = Math.sqrt(dx * dx + dy * dy);
dollyStart.set(0, distance);
break;
case 3: // three-fingered touch: pan
if (scope.noPan === true) return;
state = STATE.TOUCH_PAN;
panStart.set(event.touches[0].pageX, event.touches[0].pageY);
break;
default:
state = STATE.NONE;
}
scope.dispatchEvent(startEvent);
}
function touchmove(event) {
if (scope.enabled === false) return;
event.preventDefault();
event.stopPropagation();
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
switch (event.touches.length) {
case 1: // one-fingered touch: rotate
if (scope.noRotate === true) return;
if (state !== STATE.TOUCH_ROTATE) return;
rotateEnd.set(event.touches[0].pageX, event.touches[0].pageY);
rotateDelta.subVectors(rotateEnd, rotateStart);
// rotating across whole screen goes 360 degrees around
scope.rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed);
// rotating up and down along whole screen attempts to go 360, but limited to 180
scope.rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed);
rotateStart.copy(rotateEnd);
scope.update();
break;
case 2: // two-fingered touch: dolly
if (scope.noZoom === true) return;
if (state !== STATE.TOUCH_DOLLY) return;
var dx = event.touches[0].pageX - event.touches[1].pageX;
var dy = event.touches[0].pageY - event.touches[1].pageY;
var distance = Math.sqrt(dx * dx + dy * dy);
dollyEnd.set(0, distance);
dollyDelta.subVectors(dollyEnd, dollyStart);
if (dollyDelta.y > 0) {
scope.dollyOut();
} else {
scope.dollyIn();
}
dollyStart.copy(dollyEnd);
scope.update();
break;
case 3: // three-fingered touch: pan
if (scope.noPan === true) return;
if (state !== STATE.TOUCH_PAN) return;
panEnd.set(event.touches[0].pageX, event.touches[0].pageY);
panDelta.subVectors(panEnd, panStart);
scope.pan(panDelta.x, panDelta.y);
panStart.copy(panEnd);
scope.update();
break;
default:
state = STATE.NONE;
}
}
function touchend( /* event */) {
if (scope.enabled === false) return;
scope.dispatchEvent(endEvent);
state = STATE.NONE;
}
this.domElement.addEventListener('mouseleave', onMouseLeave, false);
this.domElement.addEventListener('contextmenu', function (event) { event.preventDefault(); }, false);
this.domElement.addEventListener('mousedown', onMouseDown, false);
this.domElement.addEventListener('mousewheel', onMouseWheel, false);
this.domElement.addEventListener('DOMMouseScroll', onMouseWheel, false); // firefox
this.domElement.addEventListener('touchstart', touchstart, false);
this.domElement.addEventListener('touchend', touchend, false);
this.domElement.addEventListener('touchmove', touchmove, false);
window.addEventListener('keydown', onKeyDown, false);
// force an update at start
this.update();
};
THREE.OrbitControls.prototype = Object.create(THREE.EventDispatcher.prototype);