@google/model-viewer
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Easily display interactive 3D models on the web and in AR!
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text/typescript
/* @license
* Licensed under the Apache License, Version 2.0 (the 'License');
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an 'AS IS' BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import {Euler, Event as ThreeEvent, EventDispatcher, PerspectiveCamera, Spherical} from 'three';
import {TouchAction} from '../features/controls.js';
import {clamp} from '../utilities.js';
import {Damper, SETTLING_TIME} from './Damper.js';
export type InteractionPolicy = 'always-allow'|'allow-when-focused';
export type TouchMode = 'rotate'|'scroll'|'zoom';
export interface Pointer {
clientX: number, clientY: number,
}
export interface SmoothControlsOptions {
// The closest the camera can be to the target
minimumRadius?: number;
// The farthest the camera can be from the target
maximumRadius?: number;
// The minimum angle between model-up and the camera polar position
minimumPolarAngle?: number;
// The maximum angle between model-up and the camera polar position
maximumPolarAngle?: number;
// The minimum angle between model-forward and the camera azimuthal position
minimumAzimuthalAngle?: number;
// The maximum angle between model-forward and the camera azimuthal position
maximumAzimuthalAngle?: number;
// The minimum camera field of view in degrees
minimumFieldOfView?: number;
// The maximum camera field of view in degrees
maximumFieldOfView?: number;
// Controls when interaction is allowed (always, or only when focused)
interactionPolicy?: InteractionPolicy;
// Controls scrolling behavior
touchAction?: TouchAction;
}
export const DEFAULT_OPTIONS = Object.freeze<SmoothControlsOptions>({
minimumRadius: 0,
maximumRadius: Infinity,
minimumPolarAngle: Math.PI / 8,
maximumPolarAngle: Math.PI - Math.PI / 8,
minimumAzimuthalAngle: -Infinity,
maximumAzimuthalAngle: Infinity,
minimumFieldOfView: 10,
maximumFieldOfView: 45,
interactionPolicy: 'always-allow',
touchAction: 'pan-y'
});
// Constants
const TOUCH_EVENT_RE = /^touch(start|end|move)$/;
const KEYBOARD_ORBIT_INCREMENT = Math.PI / 8;
const ZOOM_SENSITIVITY = 0.04;
export const KeyCode = {
PAGE_UP: 33,
PAGE_DOWN: 34,
LEFT: 37,
UP: 38,
RIGHT: 39,
DOWN: 40
};
export type ChangeSource = 'user-interaction'|'none';
export const ChangeSource: {[index: string]: ChangeSource} = {
USER_INTERACTION: 'user-interaction',
NONE: 'none'
};
/**
* ChangEvents are dispatched whenever the camera position or orientation has
* changed
*/
export interface ChangeEvent extends ThreeEvent {
/**
* determines what was the originating reason for the change event eg user or
* none
*/
source: ChangeSource,
}
export interface PointerChangeEvent extends ThreeEvent {
type: 'pointer-change-start'|'pointer-change-end';
pointer: Pointer;
}
/**
* SmoothControls is a Three.js helper for adding delightful pointer and
* keyboard-based input to a staged Three.js scene. Its API is very similar to
* OrbitControls, but it offers more opinionated (subjectively more delightful)
* defaults, easy extensibility and subjectively better out-of-the-box keyboard
* support.
*
* One important change compared to OrbitControls is that the `update` method
* of SmoothControls must be invoked on every frame, otherwise the controls
* will not have an effect.
*
* Another notable difference compared to OrbitControls is that SmoothControls
* does not currently support panning (but probably will in a future revision).
*
* Like OrbitControls, SmoothControls assumes that the orientation of the camera
* has been set in terms of position, rotation and scale, so it is important to
* ensure that the camera's matrixWorld is in sync before using SmoothControls.
*/
export class SmoothControls extends EventDispatcher {
public sensitivity = 1;
private _interactionEnabled: boolean = false;
private _options: SmoothControlsOptions;
private _disableZoom = false;
private isUserChange = false;
private isUserPointing = false;
// Internal orbital position state
private spherical = new Spherical();
private goalSpherical = new Spherical();
private thetaDamper = new Damper();
private phiDamper = new Damper();
private radiusDamper = new Damper();
private logFov = Math.log(DEFAULT_OPTIONS.maximumFieldOfView!);
private goalLogFov = this.logFov;
private fovDamper = new Damper();
// Pointer state
private pointerIsDown = false;
private lastPointerPosition: Pointer = {
clientX: 0,
clientY: 0,
};
private lastTouches!: TouchList;
private touchMode: TouchMode = 'rotate';
private touchDecided = false;
constructor(
readonly camera: PerspectiveCamera, readonly element: HTMLElement) {
super();
this._options = Object.assign({}, DEFAULT_OPTIONS);
this.setOrbit(0, Math.PI / 2, 1);
this.setFieldOfView(100);
this.jumpToGoal();
}
get interactionEnabled(): boolean {
return this._interactionEnabled;
}
enableInteraction() {
if (this._interactionEnabled === false) {
const {element} = this;
element.addEventListener('mousemove', this.onPointerMove);
element.addEventListener('mousedown', this.onPointerDown);
if (!this._disableZoom) {
element.addEventListener('wheel', this.onWheel);
}
element.addEventListener('keydown', this.onKeyDown);
element.addEventListener(
'touchstart', this.onPointerDown, {passive: true});
element.addEventListener('touchmove', this.onPointerMove);
self.addEventListener('mouseup', this.onPointerUp);
self.addEventListener('touchend', this.onPointerUp);
this.element.style.cursor = 'grab';
this._interactionEnabled = true;
}
}
disableInteraction() {
if (this._interactionEnabled === true) {
const {element} = this;
element.removeEventListener('mousemove', this.onPointerMove);
element.removeEventListener('mousedown', this.onPointerDown);
if (!this._disableZoom) {
element.removeEventListener('wheel', this.onWheel);
}
element.removeEventListener('keydown', this.onKeyDown);
element.removeEventListener('touchstart', this.onPointerDown);
element.removeEventListener('touchmove', this.onPointerMove);
self.removeEventListener('mouseup', this.onPointerUp);
self.removeEventListener('touchend', this.onPointerUp);
element.style.cursor = '';
this._interactionEnabled = false;
}
}
/**
* The options that are currently configured for the controls instance.
*/
get options() {
return this._options;
}
set disableZoom(disable: boolean) {
if (this._disableZoom != disable) {
this._disableZoom = disable;
if (disable === true) {
this.element.removeEventListener('wheel', this.onWheel);
} else {
this.element.addEventListener('wheel', this.onWheel);
}
}
}
/**
* Copy the spherical values that represent the current camera orbital
* position relative to the configured target into a provided Spherical
* instance. If no Spherical is provided, a new Spherical will be allocated
* to copy the values into. The Spherical that values are copied into is
* returned.
*/
getCameraSpherical(target: Spherical = new Spherical()) {
return target.copy(this.spherical);
}
/**
* Returns the camera's current vertical field of view in degrees.
*/
getFieldOfView(): number {
return this.camera.fov;
}
/**
* Configure the _options of the controls. Configured _options will be
* merged with whatever _options have already been configured for this
* controls instance.
*/
applyOptions(_options: SmoothControlsOptions) {
Object.assign(this._options, _options);
// Re-evaluates clamping based on potentially new values for min/max
// polar, azimuth and radius:
this.setOrbit();
this.setFieldOfView(Math.exp(this.goalLogFov));
}
/**
* Sets the near and far planes of the camera.
*/
updateNearFar(nearPlane: number, farPlane: number) {
this.camera.near = Math.max(nearPlane, farPlane / 1000);
this.camera.far = farPlane;
this.camera.updateProjectionMatrix();
}
/**
* Sets the aspect ratio of the camera
*/
updateAspect(aspect: number) {
this.camera.aspect = aspect;
this.camera.updateProjectionMatrix();
}
/**
* Set the absolute orbital goal of the camera. The change will be
* applied over a number of frames depending on configured acceleration and
* dampening _options.
*
* Returns true if invoking the method will result in the camera changing
* position and/or rotation, otherwise false.
*/
setOrbit(
goalTheta: number = this.goalSpherical.theta,
goalPhi: number = this.goalSpherical.phi,
goalRadius: number = this.goalSpherical.radius): boolean {
const {
minimumAzimuthalAngle,
maximumAzimuthalAngle,
minimumPolarAngle,
maximumPolarAngle,
minimumRadius,
maximumRadius
} = this._options;
const {theta, phi, radius} = this.goalSpherical;
const nextTheta =
clamp(goalTheta, minimumAzimuthalAngle!, maximumAzimuthalAngle!);
if (!isFinite(minimumAzimuthalAngle!) &&
!isFinite(maximumAzimuthalAngle!)) {
this.spherical.theta =
this.wrapAngle(this.spherical.theta - nextTheta) + nextTheta;
}
const nextPhi = clamp(goalPhi, minimumPolarAngle!, maximumPolarAngle!);
const nextRadius = clamp(goalRadius, minimumRadius!, maximumRadius!);
if (nextTheta === theta && nextPhi === phi && nextRadius === radius) {
return false;
}
this.goalSpherical.theta = nextTheta;
this.goalSpherical.phi = nextPhi;
this.goalSpherical.radius = nextRadius;
this.goalSpherical.makeSafe();
this.isUserChange = false;
return true;
}
/**
* Subset of setOrbit() above, which only sets the camera's radius.
*/
setRadius(radius: number) {
this.goalSpherical.radius = radius;
this.setOrbit();
}
/**
* Sets the goal field of view for the camera
*/
setFieldOfView(fov: number) {
const {minimumFieldOfView, maximumFieldOfView} = this._options;
fov = clamp(fov, minimumFieldOfView!, maximumFieldOfView!);
this.goalLogFov = Math.log(fov);
}
/**
* Adjust the orbital position of the camera relative to its current orbital
* position. Does not let the theta goal get more than pi ahead of the current
* theta, which ensures interpolation continues in the direction of the delta.
* The deltaZoom parameter adjusts both the field of view and the orbit radius
* such that they progress across their allowed ranges in sync.
*/
adjustOrbit(deltaTheta: number, deltaPhi: number, deltaZoom: number) {
const {theta, phi, radius} = this.goalSpherical;
const {
minimumRadius,
maximumRadius,
minimumFieldOfView,
maximumFieldOfView
} = this._options;
const dTheta = this.spherical.theta - theta;
const dThetaLimit = Math.PI - 0.001;
const goalTheta =
theta - clamp(deltaTheta, -dThetaLimit - dTheta, dThetaLimit - dTheta);
const goalPhi = phi - deltaPhi;
const deltaRatio = deltaZoom === 0 ?
0 :
deltaZoom > 0 ? (maximumRadius! - radius) /
(Math.log(maximumFieldOfView!) - this.goalLogFov) :
(radius - minimumRadius!) /
(this.goalLogFov - Math.log(minimumFieldOfView!));
const goalRadius = radius +
deltaZoom *
Math.min(
isFinite(deltaRatio) ? deltaRatio : Infinity,
maximumRadius! - minimumRadius!);
this.setOrbit(goalTheta, goalPhi, goalRadius);
if (deltaZoom !== 0) {
const goalLogFov = this.goalLogFov + deltaZoom;
this.setFieldOfView(Math.exp(goalLogFov));
}
}
/**
* Move the camera instantly instead of accelerating toward the goal
* parameters.
*/
jumpToGoal() {
this.update(0, SETTLING_TIME);
}
/**
* Update controls. In most cases, this will result in the camera
* interpolating its position and rotation until it lines up with the
* designated goal orbital position.
*
* Time and delta are measured in milliseconds.
*/
update(_time: number, delta: number) {
if (this.isStationary()) {
return;
}
const {maximumPolarAngle, maximumRadius} = this._options;
const dTheta = this.spherical.theta - this.goalSpherical.theta;
if (Math.abs(dTheta) > Math.PI &&
!isFinite(this._options.minimumAzimuthalAngle!) &&
!isFinite(this._options.maximumAzimuthalAngle!)) {
this.spherical.theta -= Math.sign(dTheta) * 2 * Math.PI;
}
this.spherical.theta = this.thetaDamper.update(
this.spherical.theta, this.goalSpherical.theta, delta, Math.PI);
this.spherical.phi = this.phiDamper.update(
this.spherical.phi, this.goalSpherical.phi, delta, maximumPolarAngle!);
this.spherical.radius = this.radiusDamper.update(
this.spherical.radius, this.goalSpherical.radius, delta, maximumRadius!
);
this.logFov = this.fovDamper.update(this.logFov, this.goalLogFov, delta, 1);
this.moveCamera();
}
private isStationary(): boolean {
return this.goalSpherical.theta === this.spherical.theta &&
this.goalSpherical.phi === this.spherical.phi &&
this.goalSpherical.radius === this.spherical.radius &&
this.goalLogFov === this.logFov;
}
private moveCamera() {
// Derive the new camera position from the updated spherical:
this.spherical.makeSafe();
this.camera.position.setFromSpherical(this.spherical);
this.camera.setRotationFromEuler(new Euler(
this.spherical.phi - Math.PI / 2, this.spherical.theta, 0, 'YXZ'));
if (this.camera.fov !== Math.exp(this.logFov)) {
this.camera.fov = Math.exp(this.logFov);
this.camera.updateProjectionMatrix();
}
const source =
this.isUserChange ? ChangeSource.USER_INTERACTION : ChangeSource.NONE;
this.dispatchEvent({type: 'change', source});
}
private get canInteract(): boolean {
if (this._options.interactionPolicy == 'allow-when-focused') {
const rootNode = this.element.getRootNode() as Document | ShadowRoot;
return rootNode.activeElement === this.element;
}
return this._options.interactionPolicy === 'always-allow';
}
private userAdjustOrbit(
deltaTheta: number, deltaPhi: number, deltaZoom: number) {
this.adjustOrbit(
deltaTheta * this.sensitivity, deltaPhi * this.sensitivity, deltaZoom);
this.isUserChange = true;
// Always make sure that an initial event is triggered in case there is
// contention between user interaction and imperative changes. This initial
// event will give external observers that chance to observe that
// interaction occurred at all:
this.dispatchEvent({type: 'change', source: ChangeSource.USER_INTERACTION});
}
// Wraps to bewteen -pi and pi
private wrapAngle(radians: number): number {
const normalized = (radians + Math.PI) / (2 * Math.PI);
const wrapped = normalized - Math.floor(normalized);
return wrapped * 2 * Math.PI - Math.PI;
}
private pixelLengthToSphericalAngle(pixelLength: number): number {
return 2 * Math.PI * pixelLength / this.element.clientHeight;
}
private twoTouchDistance(touchOne: Touch, touchTwo: Touch): number {
const {clientX: xOne, clientY: yOne} = touchOne;
const {clientX: xTwo, clientY: yTwo} = touchTwo;
const xDelta = xTwo - xOne;
const yDelta = yTwo - yOne;
return Math.sqrt(xDelta * xDelta + yDelta * yDelta);
}
private onPointerMove = (event: MouseEvent|TouchEvent) => {
if (!this.pointerIsDown || !this.canInteract) {
return;
}
// NOTE(cdata): We test event.type as some browsers do not have a global
// TouchEvent contructor.
if (TOUCH_EVENT_RE.test(event.type)) {
const {touches} = event as TouchEvent;
switch (this.touchMode) {
case 'zoom':
if (this.lastTouches.length > 1 && touches.length > 1) {
const lastTouchDistance =
this.twoTouchDistance(this.lastTouches[0], this.lastTouches[1]);
const touchDistance = this.twoTouchDistance(touches[0], touches[1]);
const deltaZoom =
ZOOM_SENSITIVITY * (lastTouchDistance - touchDistance) / 10.0;
this.userAdjustOrbit(0, 0, deltaZoom);
}
break;
case 'rotate':
const {touchAction} = this._options;
if (!this.touchDecided && touchAction !== 'none') {
this.touchDecided = true;
const {clientX, clientY} = touches[0];
const dx = Math.abs(clientX - this.lastPointerPosition.clientX);
const dy = Math.abs(clientY - this.lastPointerPosition.clientY);
// If motion is mostly vertical, assume scrolling is the intent.
if ((touchAction === 'pan-y' && dy > dx) ||
(touchAction === 'pan-x' && dx > dy)) {
this.touchMode = 'scroll';
return;
}
}
this.handleSinglePointerMove(touches[0]);
break;
case 'scroll':
return;
}
this.lastTouches = touches;
} else {
this.handleSinglePointerMove(event as MouseEvent);
}
if (event.cancelable) {
event.preventDefault();
};
};
private handleSinglePointerMove(pointer: Pointer) {
const {clientX, clientY} = pointer;
const deltaTheta = this.pixelLengthToSphericalAngle(
clientX - this.lastPointerPosition.clientX);
const deltaPhi = this.pixelLengthToSphericalAngle(
clientY - this.lastPointerPosition.clientY);
this.lastPointerPosition.clientX = clientX;
this.lastPointerPosition.clientY = clientY;
if (this.isUserPointing === false) {
this.isUserPointing = true;
this.dispatchEvent({type: 'pointer-change-start', pointer: {...pointer}});
}
this.userAdjustOrbit(deltaTheta, deltaPhi, 0);
}
private onPointerDown = (event: MouseEvent|TouchEvent) => {
this.pointerIsDown = true;
this.isUserPointing = false;
if (TOUCH_EVENT_RE.test(event.type)) {
const {touches} = event as TouchEvent;
this.touchDecided = false;
switch (touches.length) {
default:
case 1:
this.touchMode = 'rotate';
this.handleSinglePointerDown(touches[0]);
break;
case 2:
this.touchMode = this._disableZoom ? 'scroll' : 'zoom';
break;
}
this.lastTouches = touches;
} else {
this.handleSinglePointerDown(event as MouseEvent);
}
};
private handleSinglePointerDown(pointer: Pointer) {
this.lastPointerPosition.clientX = pointer.clientX;
this.lastPointerPosition.clientY = pointer.clientY;
this.element.style.cursor = 'grabbing';
}
private onPointerUp = (_event: MouseEvent|TouchEvent) => {
this.element.style.cursor = 'grab';
this.pointerIsDown = false;
if (this.isUserPointing) {
this.dispatchEvent(
{type: 'pointer-change-end', pointer: {...this.lastPointerPosition}});
}
};
private onWheel = (event: Event) => {
if (!this.canInteract) {
return;
}
const deltaZoom = (event as WheelEvent).deltaY *
((event as WheelEvent).deltaMode == 1 ? 18 : 1) * ZOOM_SENSITIVITY / 30;
this.userAdjustOrbit(0, 0, deltaZoom);
if (event.cancelable) {
event.preventDefault();
}
};
private onKeyDown = (event: KeyboardEvent) => {
// We track if the key is actually one we respond to, so as not to
// accidentally clober unrelated key inputs when the <model-viewer> has
// focus.
let relevantKey = false;
switch (event.keyCode) {
case KeyCode.PAGE_UP:
relevantKey = true;
this.userAdjustOrbit(0, 0, ZOOM_SENSITIVITY);
break;
case KeyCode.PAGE_DOWN:
relevantKey = true;
this.userAdjustOrbit(0, 0, -1 * ZOOM_SENSITIVITY);
break;
case KeyCode.UP:
relevantKey = true;
this.userAdjustOrbit(0, -KEYBOARD_ORBIT_INCREMENT, 0);
break;
case KeyCode.DOWN:
relevantKey = true;
this.userAdjustOrbit(0, KEYBOARD_ORBIT_INCREMENT, 0);
break;
case KeyCode.LEFT:
relevantKey = true;
this.userAdjustOrbit(-KEYBOARD_ORBIT_INCREMENT, 0, 0);
break;
case KeyCode.RIGHT:
relevantKey = true;
this.userAdjustOrbit(KEYBOARD_ORBIT_INCREMENT, 0, 0);
break;
}
if (relevantKey && event.cancelable) {
event.preventDefault();
}
};
}