@giro3d/giro3d
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A JS/WebGL framework for 3D geospatial data visualization
302 lines (291 loc) • 9.71 kB
JavaScript
/*
* Copyright (c) 2015-2018, IGN France.
* Copyright (c) 2018-2026, Giro3D team.
* SPDX-License-Identifier: MIT
*/
import { Euler, MathUtils, Quaternion, Vector2, Vector3 } from 'three';
import { isPerspectiveCamera } from '../utils/predicates';
// Note: we could use existing js controls (like
// https://github.com/mrdoob/js/blob/dev/examples/js/controls/FirstPersonControls.js) but
// including these controls in Giro3D allows use to integrate them tightly with Giro3D. Especially
// the existing controls are expecting a continuous update loop while we have a pausable one (so our
// controls use .notifyChange when needed)
const tmpVec2 = new Vector2();
// eslint-disable-next-line @typescript-eslint/no-unused-vars
function limitRotation(camera, rot) {
// Limit vertical rotation (look up/down) to make sure the user cannot see
// outside of the cone defined by verticalFOV
// const limit = MathUtils.degToRad(verticalFOV - camera.fov * 0.5) * 0.5;
const limit = Math.PI * 0.5 - 0.01;
return MathUtils.clamp(rot, -limit, limit);
}
function applyRotation(instance, camera, state) {
camera.quaternion.setFromUnitVectors(new Vector3(0, 1, 0), camera.up);
camera.rotateY(state.rotateY);
camera.rotateX(state.rotateX);
instance.notifyChange(instance.view.camera);
}
const MOVEMENTS = {
38: {
method: 'translateZ',
sign: -1
},
// FORWARD: up key
40: {
method: 'translateZ',
sign: 1
},
// BACKWARD: down key
37: {
method: 'translateX',
sign: -1
},
// STRAFE_LEFT: left key
39: {
method: 'translateX',
sign: 1
},
// STRAFE_RIGHT: right key
33: {
method: 'translateY',
sign: 1
},
// UP: PageUp key
34: {
method: 'translateY',
sign: -1
} // DOWN: PageDown key
};
export class FirstPersonControls {
options = {
moveSpeed: 10,
verticalFOV: 180,
focusOnClick: false,
focusOnMouseOver: false,
disableEventListeners: false
};
_mouseDown = new Vector2();
/**
* @param instance - the Giro3D instance to control
* @param options - additional options
*/
constructor(instance, options = {}) {
if (!isPerspectiveCamera(instance.view.camera)) {
throw new Error('this control only supports perspective cameras');
}
this._camera = instance.view.camera;
this._instance = instance;
this.enabled = true;
this._moves = new Set();
if (options.panoramaRatio != null) {
const radius = options.panoramaRatio * 200 / (2 * Math.PI);
options.verticalFOV = options.panoramaRatio === 2 ? 180 : MathUtils.radToDeg(2 * Math.atan(200 / (2 * radius)));
}
this.options.verticalFOV = options.verticalFOV ?? this.options.verticalFOV;
this.options.minHeight = options.minHeight ?? this.options.minHeight;
this.options.maxHeight = options.maxHeight ?? this.options.maxHeight;
// backward or forward move speed in m/s
this.options.moveSpeed = options.moveSpeed ?? this.options.moveSpeed;
this._isMouseDown = false;
this._state = {
rotateX: 0,
rotateY: 0
};
this.reset();
const domElement = instance.domElement;
if (options.disableEventListeners !== true) {
domElement.addEventListener('mousedown', this.onMouseDown.bind(this), false);
domElement.addEventListener('touchstart', this.onTouchStart.bind(this), false);
domElement.addEventListener('mousemove', this.onMouseMove.bind(this), false);
domElement.addEventListener('touchmove', this.onTouchMove.bind(this), false);
domElement.addEventListener('mouseup', this.onMouseUp.bind(this), false);
domElement.addEventListener('touchend', this.onTouchEnd.bind(this), false);
domElement.addEventListener('keyup', this.onKeyUp.bind(this), true);
domElement.addEventListener('keydown', this.onKeyDown.bind(this), true);
domElement.addEventListener('wheel', this.onMouseWheel.bind(this), false);
}
this._instance.addEventListener('after-camera-update', this.update.bind(this));
// focus policy
if (options.focusOnMouseOver === true) {
domElement.addEventListener('mouseover', () => domElement.focus());
}
if (options.focusOnClick === true) {
domElement.addEventListener('click', () => domElement.focus());
}
}
isUserInteracting() {
return this._moves.size !== 0 || this._isMouseDown;
}
/**
* Resets the controls internal state to match the camera' state.
* This must be called when manually modifying the camera's position or rotation.
*
* @param preserveRotationOnX - if true, the look up/down rotation will
* not be copied from the camera
*/
reset(preserveRotationOnX = false) {
// Compute the correct init state, given the calculus in applyRotation:
// cam.quaternion = q * r
// => r = invert(q) * cam.quaterion
// q is the quaternion derived from the up vector
const q = new Quaternion().setFromUnitVectors(new Vector3(0, 1, 0), this._camera.up);
q.invert();
// compute r
const r = this._camera.quaternion.clone().premultiply(q);
// tranform it to euler
const e = new Euler(0, 0, 0, 'YXZ').setFromQuaternion(r);
if (!preserveRotationOnX) {
this._state.rotateX = e.x;
}
this._state.rotateY = e.y;
}
/**
* Updates the camera position / rotation based on occured input events.
* This is done automatically when needed but can also be done if needed.
*
* @param event - Event
* @param force - set to true if you want to force the update, even if it
* appears unneeded.
*/
update(event, force = false) {
if (!this.enabled) {
return;
}
// dt will not be relevant when we just started rendering, we consider a 1-frame move in
// this case
const dt = event.updateLoopRestarted ? 16 : event.dt;
for (const move of this._moves) {
const distance = move.sign * this.options.moveSpeed * dt / 1000;
if (move.method === 'translateY') {
this._camera.position.addScaledVector(this._camera.up, distance);
} else {
this._camera[move.method](distance);
}
}
if (this.options.minHeight != null && this._camera.position.z < this.options.minHeight) {
this._camera.position.z = this.options.minHeight;
} else if (this.options.maxHeight != null && this._camera.position.z > this.options.maxHeight) {
this._camera.position.z = this.options.maxHeight;
}
if (this._isMouseDown === true || force === true) {
applyRotation(this._instance, this._camera, this._state);
}
if (this._moves.size > 0) {
this._instance.notifyChange(this._instance.view.camera);
}
}
onInteractionStart(event) {
if (!this.enabled) {
return;
}
event.preventDefault();
this._isMouseDown = true;
const coords = this._instance.eventToCanvasCoords(event, tmpVec2);
this._mouseDown.copy(coords);
this._stateOnMouseDown = this.snapshot();
}
onMouseDown(event) {
if (event.button !== 0) {
return;
}
this.onInteractionStart(event);
}
onTouchStart(event) {
this.onInteractionStart(event);
}
snapshot() {
return {
...this._state
};
}
onMouseUp(event) {
if (!this.enabled || event.button !== 0) {
return;
}
this._isMouseDown = false;
}
onTouchEnd() {
if (!this.enabled) {
return;
}
this._isMouseDown = false;
}
onInteractionMove(event) {
if (!this.enabled) {
return;
}
if (this._isMouseDown === true) {
const cam = this._camera;
// in rigor we have tan(theta) = tan(cameraFOV) * deltaH / H
// (where deltaH is the vertical amount we moved, and H the renderer height)
// we loosely approximate tan(x) by x
const pxToAngleRatio = MathUtils.degToRad(cam.fov) / this._instance.engine.height;
const {
x,
y
} = this._instance.eventToCanvasCoords(event, tmpVec2);
const {
rotateX,
rotateY
} = this._stateOnMouseDown ?? {
rotateX: 0,
rotateY: 0
};
const fov = this.options.verticalFOV;
const mouse = this._mouseDown;
// update state based on pointer movement
this._state.rotateX = limitRotation(cam, (y - mouse.y) * pxToAngleRatio + rotateX, fov);
this._state.rotateY = (x - mouse.x) * pxToAngleRatio + rotateY;
applyRotation(this._instance, cam, this._state);
}
}
onMouseMove(event) {
if (event.button !== 0) {
return;
}
this.onInteractionMove(event);
}
onTouchMove(event) {
this.onInteractionMove(event);
}
onMouseWheel(event) {
if (!this.enabled) {
return;
}
let delta = 0;
if ('wheelDelta' in event && event.wheelDelta != null) {
delta = -event.wheelDelta;
// Firefox
} else if (event.detail !== undefined) {
delta = event.detail;
}
this._camera.fov = MathUtils.clamp(this._camera.fov + Math.sign(delta), 10, Math.min(100, this.options.verticalFOV));
this._camera.updateProjectionMatrix();
this._state.rotateX = limitRotation(this._camera, this._state.rotateX, this.options.verticalFOV);
applyRotation(this._instance, this._camera, this._state);
}
// Keyboard handling
onKeyUp(e) {
if (!this.enabled) {
return;
}
const move = MOVEMENTS[e.keyCode];
if (move != null) {
this._moves.delete(move);
this._instance.notifyChange(undefined);
e.preventDefault();
}
}
onKeyDown(e) {
if (!this.enabled) {
return;
}
const move = MOVEMENTS[e.keyCode];
if (move != null) {
this._moves.add(move);
this._instance.notifyChange(undefined);
e.preventDefault();
}
}
}
export default FirstPersonControls;