itowns
Version:
A JS/WebGL framework for 3D geospatial data visualization
381 lines (318 loc) • 13.4 kB
JavaScript
"use strict";
var _interopRequireWildcard = require("@babel/runtime/helpers/interopRequireWildcard");
var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
Object.defineProperty(exports, "__esModule", {
value: true
});
exports["default"] = void 0;
var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime/helpers/possibleConstructorReturn"));
var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
var _inherits2 = _interopRequireDefault(require("@babel/runtime/helpers/inherits"));
var THREE = _interopRequireWildcard(require("three"));
var _MainLoop = require("../Core/MainLoop");
// Note: we could use existing three.js controls (like https://github.com/mrdoob/three.js/blob/dev/examples/js/controls/FirstPersonControls.js)
// but including these controls in itowns allows use to integrate them tightly with itowns.
// Especially the existing controls are expecting a continuous update loop while we have a pausable one (so our controls use .notifyChange when needed)
function limitRotation(camera3D, rot, verticalFOV) {
// Limit vertical rotation (look up/down) to make sure the user cannot see
// outside of the cone defined by verticalFOV
var limit = THREE.Math.degToRad(verticalFOV - camera3D.fov) * 0.5;
return THREE.Math.clamp(rot, -limit, limit);
}
var axisY = new THREE.Vector3(0, 1, 0);
function applyRotation(view, camera3D, state) {
camera3D.quaternion.setFromUnitVectors(axisY, camera3D.up);
camera3D.rotateY(state.rotateY);
camera3D.rotateX(state.rotateX);
view.notifyChange(view.camera.camera3D);
}
var 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
};
function moveCameraVerticalPlanar(value) {
this.camera.position.z += value;
}
var normal = new THREE.Vector3();
var q = new THREE.Quaternion();
var e = new THREE.Euler(0, 0, 0, 'YXZ');
function moveCameraVerticalGlobe(value) {
// compute geodesic normale
normal.copy(this.camera.position);
normal.normalize();
this.camera.position.add(normal.multiplyScalar(value));
}
var FirstPersonControls =
/*#__PURE__*/
function (_THREE$EventDispatche) {
(0, _inherits2["default"])(FirstPersonControls, _THREE$EventDispatche);
/**
* @Constructor
* @param {View} view
* @param {object} options
* @param {boolean} options.focusOnClick - whether or not to focus the renderer domElement on click
* @param {boolean} options.focusOnMouseOver - whether or not to focus when the mouse is over the domElement
* @param {boolean} options.moveSpeed - if > 0, pressing the arrow keys will move the camera
* @param {number} options.verticalFOV - define the max visible vertical angle of the scene in degrees (default 180)
* @param {number} options.panoramaRatio - 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
* @param {boolean} options.disableEventListeners - 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.
*/
function FirstPersonControls(view) {
var _this;
var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
(0, _classCallCheck2["default"])(this, FirstPersonControls);
_this = (0, _possibleConstructorReturn2["default"])(this, (0, _getPrototypeOf2["default"])(FirstPersonControls).call(this));
_this.isFirstPersonControls = true;
_this.camera = view.camera.camera3D;
_this.view = view;
_this.moves = new Set();
if (options.panoramaRatio) {
var radius = options.panoramaRatio * 200 / (2 * Math.PI);
options.verticalFOV = options.panoramaRatio == 2 ? 180 : THREE.Math.radToDeg(2 * Math.atan(200 / (2 * radius)));
}
options.verticalFOV = options.verticalFOV || 180;
options.moveSpeed = options.moveSpeed === undefined ? 10 : options.moveSpeed; // backward or forward move speed in m/s
_this.options = options;
_this._isMouseDown = false;
_this._onMouseDownMouseX = 0;
_this._onMouseDownMouseY = 0;
_this._state = {
rotateX: 0,
rotateY: 0,
snapshot: function snapshot() {
return {
rotateX: this.rotateX,
rotateY: this.rotateY
};
}
};
_this.reset();
var domElement = view.mainLoop.gfxEngine.renderer.domElement;
if (!options.disableEventListeners) {
domElement.addEventListener('mousedown', _this.onMouseDown.bind((0, _assertThisInitialized2["default"])(_this)), false);
domElement.addEventListener('touchstart', _this.onMouseDown.bind((0, _assertThisInitialized2["default"])(_this)), false);
domElement.addEventListener('mousemove', _this.onMouseMove.bind((0, _assertThisInitialized2["default"])(_this)), false);
domElement.addEventListener('touchmove', _this.onMouseMove.bind((0, _assertThisInitialized2["default"])(_this)), false);
domElement.addEventListener('mouseup', _this.onMouseUp.bind((0, _assertThisInitialized2["default"])(_this)), false);
domElement.addEventListener('touchend', _this.onMouseUp.bind((0, _assertThisInitialized2["default"])(_this)), false);
domElement.addEventListener('keyup', _this.onKeyUp.bind((0, _assertThisInitialized2["default"])(_this)), true);
domElement.addEventListener('keydown', _this.onKeyDown.bind((0, _assertThisInitialized2["default"])(_this)), true);
domElement.addEventListener('mousewheel', _this.onMouseWheel.bind((0, _assertThisInitialized2["default"])(_this)), false);
domElement.addEventListener('DOMMouseScroll', _this.onMouseWheel.bind((0, _assertThisInitialized2["default"])(_this)), false); // firefox
}
_this.view.addFrameRequester(_MainLoop.MAIN_LOOP_EVENTS.AFTER_CAMERA_UPDATE, _this.update.bind((0, _assertThisInitialized2["default"])(_this))); // focus policy
if (options.focusOnMouseOver) {
domElement.addEventListener('mouseover', function () {
return domElement.focus();
});
}
if (options.focusOnClick) {
domElement.addEventListener('click', function () {
return domElement.focus();
});
}
if (view.referenceCrs == 'EPSG:4978') {
_this.moveCameraVertical = moveCameraVerticalGlobe;
} else {
_this.moveCameraVertical = moveCameraVerticalPlanar;
}
return _this;
}
(0, _createClass2["default"])(FirstPersonControls, [{
key: "isUserInteracting",
value: function 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 {boolean} preserveRotationOnX - if true, the look up/down rotation will
* not be copied from the camera
*/
}, {
key: "reset",
value: function reset() {
var preserveRotationOnX = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;
// Compute the correct init state, given the calculus in applyRotation:
// cam.quaternion = q * r
// => r = inverse(q) * cam.quaterion
// q is the quaternion derived from the up vector
q.setFromUnitVectors(axisY, this.camera.up);
q.inverse();
q.multiply(this.camera.quaternion); // tranform it to euler
e.setFromQuaternion(q);
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 {number} dt - ellpased time since last update in seconds
* @param {boolean} updateLoopRestarted - true if itowns' update loop just restarted
* @param {boolean} force - set to true if you want to force the update, even if it
* appears unneeded.
*/
}, {
key: "update",
value: function update(dt, updateLoopRestarted, force) {
if (this.enabled == false) {
return;
} // dt will not be relevant when we just started rendering, we consider a 1-frame move in this case
if (updateLoopRestarted) {
dt = 16;
}
var _iteratorNormalCompletion = true;
var _didIteratorError = false;
var _iteratorError = undefined;
try {
for (var _iterator = this.moves[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {
var move = _step.value;
if (move.method === 'translateY') {
this.moveCameraVertical(move.sign * this.options.moveSpeed * dt / 1000);
} else {
this.camera[move.method](move.sign * this.options.moveSpeed * dt / 1000);
}
}
} catch (err) {
_didIteratorError = true;
_iteratorError = err;
} finally {
try {
if (!_iteratorNormalCompletion && _iterator["return"] != null) {
_iterator["return"]();
}
} finally {
if (_didIteratorError) {
throw _iteratorError;
}
}
}
if (this._isMouseDown === true || force === true) {
applyRotation(this.view, this.camera, this._state);
}
if (this.moves.size) {
this.view.notifyChange(this.view.camera.camera3D);
}
} // Event callback functions
// Mouse movement handling
}, {
key: "onMouseDown",
value: function onMouseDown(event) {
if (this.enabled == false) {
return;
} // next line is commented because, when I uncomment it, key binding doesn't work any more.
// event.preventDefault();
this._isMouseDown = true;
var coords = this.view.eventToViewCoords(event);
this._onMouseDownMouseX = coords.x;
this._onMouseDownMouseY = coords.y;
this._stateOnMouseDown = this._state.snapshot();
}
}, {
key: "onMouseUp",
value: function onMouseUp() {
if (this.enabled == false) {
return;
}
this._isMouseDown = false;
}
}, {
key: "onMouseMove",
value: function onMouseMove(event) {
if (this.enabled == false) {
return;
}
if (this._isMouseDown === true) {
// 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
var pxToAngleRatio = THREE.Math.degToRad(this.camera.fov) / this.view.mainLoop.gfxEngine.height;
var coords = this.view.eventToViewCoords(event); // update state based on pointer movement
this._state.rotateY = (coords.x - this._onMouseDownMouseX) * pxToAngleRatio + this._stateOnMouseDown.rotateY;
this._state.rotateX = limitRotation(this.camera, (coords.y - this._onMouseDownMouseY) * pxToAngleRatio + this._stateOnMouseDown.rotateX, this.options.verticalFOV);
applyRotation(this.view, this.camera, this._state);
}
} // Mouse wheel
}, {
key: "onMouseWheel",
value: function onMouseWheel(event) {
if (this.enabled == false) {
return;
}
var delta = 0;
if (event.wheelDelta !== undefined) {
delta = -event.wheelDelta; // Firefox
} else if (event.detail !== undefined) {
delta = event.detail;
}
this.camera.fov = THREE.Math.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.view, this.camera, this._state);
} // Keyboard handling
}, {
key: "onKeyUp",
value: function onKeyUp(e) {
if (this.enabled == false) {
return;
}
var move = MOVEMENTS[e.keyCode];
if (move) {
this.moves["delete"](move);
this.view.notifyChange(undefined, false);
e.preventDefault();
}
}
}, {
key: "onKeyDown",
value: function onKeyDown(e) {
if (this.enabled == false) {
return;
}
var move = MOVEMENTS[e.keyCode];
if (move) {
this.moves.add(move);
this.view.notifyChange(undefined, false);
e.preventDefault();
}
}
}]);
return FirstPersonControls;
}(THREE.EventDispatcher);
var _default = FirstPersonControls;
exports["default"] = _default;