@polygonjs/polygonjs
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node-based WebGL 3D engine https://polygonjs.com
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TypeScript
import { Camera, EventDispatcher, MOUSE, TOUCH, Vector3 } from "three";
export interface OrbitControlsEventMap {
change: {};
start: {};
end: {};
}
/**
* Orbit controls allow the camera to orbit around a target.
* @param object - The camera to be controlled. The camera must not
* be a child of another object, unless that object is the scene itself.
* @param domElement - The HTML element used for
* event listeners.
*/
export class OrbitControls extends EventDispatcher<OrbitControlsEventMap> {
constructor(object: Camera, domElement: HTMLElement);
/**
* The camera being controlled.
*/
object: Camera;
/**
* The HTMLElement used to listen for mouse / touch events.
* This must be passed in the constructor;
* changing it here will not set up new event listeners.
*/
domElement: HTMLElement | Document;
/**
* When set to `false`, the controls will not respond to user input.
* @default true
*/
enabled: boolean;
/**
* The focus point of the controls, the .object orbits around this.
* It can be updated manually at any point to change the focus
* of the controls.
*/
target: Vector3;
/** @deprecated */
center: Vector3;
/**
* The focus point of the {@link .minTargetRadius} and {@link .maxTargetRadius} limits. It can be updated manually
* at any point to change the center of interest for the {@link .target}.
*/
cursor: Vector3;
/**
* How far you can dolly in ( PerspectiveCamera only ).
* @default 0
*/
minDistance: number;
/**
* How far you can dolly out ( PerspectiveCamera only ).
* @default Infinity
*/
maxDistance: number;
/**
* How far you can zoom in ( OrthographicCamera only ).
* @default 0
*/
minZoom: number;
/**
* How far you can zoom out ( OrthographicCamera only ).
* @default Infinity
*/
maxZoom: number;
/**
* How close you can get the target to the 3D {@link .cursor}.
* @default 0
*/
minTargetRadius: number;
/**
* How far you can move the target from the 3D {@link .cursor}.
* @default Infinity
*/
maxTargetRadius: number;
/**
* How far you can orbit vertically, lower limit.
* Range is 0 to Math.PI radians.
* @default 0
*/
minPolarAngle: number;
/**
* How far you can orbit vertically, upper limit.
* Range is 0 to Math.PI radians.
* @default Math.PI.
*/
maxPolarAngle: number;
/**
* How far you can orbit horizontally, lower limit.
* If set, the interval [ min, max ]
* must be a sub-interval of [ - 2 PI, 2 PI ],
* with ( max - min < 2 PI ).
* @default Infinity
*/
minAzimuthAngle: number;
/**
* How far you can orbit horizontally, upper limit.
* If set, the interval [ min, max ] must be a sub-interval
* of [ - 2 PI, 2 PI ], with ( max - min < 2 PI ).
* @default Infinity
*/
maxAzimuthAngle: number;
/**
* Set to true to enable damping (inertia), which can
* be used to give a sense of weight to the controls.
* Note that if this is enabled, you must call
* .update () in your animation loop.
* @default false
*/
enableDamping: boolean;
/**
* The damping inertia used if .enableDamping is set to true.
* Note that for this to work,
* you must call .update () in your animation loop.
* @default 0.05
*/
dampingFactor: number;
/**
* Enable or disable zooming (dollying) of the camera.
* @default true
*/
enableZoom: boolean;
/**
* Speed of zooming / dollying.
* @default 1
*/
zoomSpeed: number;
/**
* Setting this property to `true` allows to zoom to the cursor's position.
* @default false
*/
zoomToCursor: boolean;
/**
* Enable or disable horizontal and
* vertical rotation of the camera.
* Note that it is possible to disable a single axis
* by setting the min and max of the polar angle or
* azimuth angle to the same value, which will cause
* the vertical or horizontal rotation to be fixed at that value.
* @default true
*/
enableRotate: boolean;
/**
* Speed of rotation.
* @default 1
*/
rotateSpeed: number;
/**
* Enable or disable camera panning.
* @default true
*/
enablePan: boolean;
/**
* Speed of panning.
* @default 1
*/
panSpeed: number;
/**
* Defines how the camera's position is translated when panning.
* If true, the camera pans in screen space. Otherwise,
* the camera pans in the plane orthogonal to the camera's
* up direction. Default is true for OrbitControls; false for MapControls.
* @default true
*/
screenSpacePanning: boolean;
/**
* How fast to pan the camera when the keyboard is used.
* Default is 7.0 pixels per keypress.
* @default 7
*/
keyPanSpeed: number;
/**
* Set to true to automatically rotate around the target.
* Note that if this is enabled, you must call .update() in your animation loop. If you want the auto-rotate speed
* to be independent of the frame rate (the refresh rate of the display), you must pass the time `deltaTime`, in
* seconds, to .update().
*/
autoRotate: boolean;
/**
* How fast to rotate around the target if .autoRotate is true.
* Default is 2.0, which equates to 30 seconds per orbit at 60fps.
* Note that if .autoRotate is enabled, you must call
* .update () in your animation loop.
* @default 2
*/
autoRotateSpeed: number;
/**
* This object contains references to the keycodes for controlling
* camera panning. Default is the 4 arrow keys.
*/
keys: { LEFT: string; UP: string; RIGHT: string; BOTTOM: string };
/**
* This object contains references to the mouse actions used
* by the controls.
*/
mouseButtons: {
LEFT?: MOUSE | null | undefined;
MIDDLE?: MOUSE | null | undefined;
RIGHT?: MOUSE | null | undefined;
};
/**
* This object contains references to the touch actions used by
* the controls.
*/
touches: { ONE?: TOUCH | null | undefined; TWO?: TOUCH | null | undefined };
/**
* Used internally by the .saveState and .reset methods.
*/
target0: Vector3;
/**
* Used internally by the .saveState and .reset methods.
*/
position0: Vector3;
/**
* Used internally by the .saveState and .reset methods.
*/
zoom0: number;
/**
* Update the controls. Must be called after any manual changes to the camera's transform, or in the update loop if
* .autoRotate or .enableDamping are set. `deltaTime`, in seconds, is optional, and is only required if you want the
* auto-rotate speed to be independent of the frame rate (the refresh rate of the display).
*/
update(deltaTime?: number): boolean;
/**
* Adds key event listeners to the given DOM element. `window`
* is a recommended argument for using this method.
* @param domElement
*/
listenToKeyEvents(domElement: HTMLElement | Window): void;
/**
* Removes the key event listener previously defined with {@link listenToKeyEvents}.
*/
stopListenToKeyEvents(): void;
/**
* Save the current state of the controls. This can later be
* recovered with .reset.
*/
saveState(): void;
/**
* Reset the controls to their state from either the last time
* the .saveState was called, or the initial state.
*/
reset(): void;
/**
* Remove all the event listeners.
*/
dispose(): void;
/**
* Get the current vertical rotation, in radians.
*/
getPolarAngle(): number;
/**
* Get the current horizontal rotation, in radians.
*/
getAzimuthalAngle(): number;
/**
* Returns the distance from the camera to the target.
*/
getDistance(): number;
}