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@giro3d/giro3d

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A JS/WebGL framework for 3D geospatial data visualization

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/* * Copyright (c) 2015-2018, IGN France. * Copyright (c) 2018-2026, Giro3D team. * SPDX-License-Identifier: MIT */ import type { PerspectiveCamera } from 'three'; import { Euler, MathUtils, Quaternion, Vector2, Vector3 } from 'three'; import type Instance from '../core/Instance'; import { type InstanceEvents } from '../core/Instance'; 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) interface State { rotateX: number; rotateY: number; } const tmpVec2 = new Vector2(); // eslint-disable-next-line @typescript-eslint/no-unused-vars function limitRotation(camera: PerspectiveCamera, rot: number, verticalFOV: number): number { // 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: Instance, camera: PerspectiveCamera, state: State): void { camera.quaternion.setFromUnitVectors(new Vector3(0, 1, 0), camera.up); camera.rotateY(state.rotateY); camera.rotateX(state.rotateX); instance.notifyChange(instance.view.camera); } type MoveMethod = 'translateX' | 'translateY' | 'translateZ'; const MOVEMENTS: Record<number, { method: MoveMethod; sign: number }> = { 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 }; type Movement = (typeof MOVEMENTS)[keyof typeof MOVEMENTS]; export interface FirstPersonControlsOptions { /* whether or not to focus the renderer domElement on click */ focusOnClick: boolean; /** whether or not to focus when the mouse is over the domElement */ focusOnMouseOver: boolean; /** if \> 0, pressing the arrow keys will move the camera */ moveSpeed: number; /** * define the max visible vertical angle of the scene in degrees * * @defaultValue 180 */ verticalFOV: number; /** * alternative way to specify the max vertical angle when using a panorama. * You can specify the panorama width/height ratio and the verticalFOV * will be computed automatically */ panoramaRatio?: number; /** * if true, the controls will not self listen to mouse/key events. * You'll have to manually forward the events to the appropriate * functions: onMouseDown, onMouseMove, onMouseUp, onKeyUp, onKeyDown and onMouseWheel. */ disableEventListeners: boolean; /** the minimal height of the instance camera */ minHeight?: number; /** the maximal height of the instance camera */ maxHeight?: number; } export class FirstPersonControls { public readonly options: FirstPersonControlsOptions = { moveSpeed: 10, verticalFOV: 180, focusOnClick: false, focusOnMouseOver: false, disableEventListeners: false, }; private readonly _state: State; private readonly _instance: Instance; private readonly _camera: PerspectiveCamera; private readonly _moves: Set<Movement>; private _isMouseDown: boolean; private _mouseDown = new Vector2(); private _stateOnMouseDown?: State; public enabled: boolean; /** * @param instance - the Giro3D instance to control * @param options - additional options */ public constructor(instance: Instance, options: Partial<FirstPersonControlsOptions> = {}) { 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()); } } public isUserInteracting(): boolean { 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 */ public reset(preserveRotationOnX = false): void { // 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. */ public update(event: InstanceEvents['after-camera-update'], force = false): void { 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); } } private onInteractionStart(event: MouseEvent | TouchEvent): void { if (!this.enabled) { return; } event.preventDefault(); this._isMouseDown = true; const coords = this._instance.eventToCanvasCoords(event, tmpVec2); this._mouseDown.copy(coords); this._stateOnMouseDown = this.snapshot(); } private onMouseDown(event: MouseEvent): void { if (event.button !== 0) { return; } this.onInteractionStart(event); } private onTouchStart(event: TouchEvent): void { this.onInteractionStart(event); } private snapshot(): State { return { ...this._state, }; } private onMouseUp(event: MouseEvent): void { if (!this.enabled || event.button !== 0) { return; } this._isMouseDown = false; } private onTouchEnd(): void { if (!this.enabled) { return; } this._isMouseDown = false; } private onInteractionMove(event: MouseEvent | TouchEvent): void { 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); } } private onMouseMove(event: MouseEvent): void { if (event.button !== 0) { return; } this.onInteractionMove(event); } private onTouchMove(event: TouchEvent): void { this.onInteractionMove(event); } private onMouseWheel(event: WheelEvent): void { 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 private onKeyUp(e: KeyboardEvent): void { if (!this.enabled) { return; } const move = MOVEMENTS[e.keyCode]; if (move != null) { this._moves.delete(move); this._instance.notifyChange(undefined); e.preventDefault(); } } private onKeyDown(e: KeyboardEvent): void { 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;