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