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itowns

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A JS/WebGL framework for 3D geospatial data visualization

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import * as THREE from 'three'; import { MAIN_LOOP_EVENTS } from "../Core/MainLoop.js"; // 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 const limit = THREE.MathUtils.degToRad(verticalFOV - camera3D.fov) * 0.5; return THREE.MathUtils.clamp(rot, -limit, limit); } const 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.camera3D); } 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 }; function moveCameraVerticalPlanar(value) { this.camera.position.z += value; } const normal = new THREE.Vector3(); const q = new THREE.Quaternion(); const 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)); } class FirstPersonControls extends THREE.EventDispatcher { /** * @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. */ constructor(view) { let options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; super(); this.isFirstPersonControls = true; this.camera = view.camera3D; this.view = view; this.moves = new Set(); if (options.panoramaRatio) { const radius = options.panoramaRatio * 200 / (2 * Math.PI); options.verticalFOV = options.panoramaRatio == 2 ? 180 : THREE.MathUtils.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() { return { rotateX: this.rotateX, rotateY: this.rotateY }; } }; this.reset(); this.eventListeners = options.disableEventListeners; if (!options.disableEventListeners) { this._onMouseDown = this.onMouseDown.bind(this); this._onMouseMove = this.onMouseMove.bind(this); this._onMouseUp = this.onMouseUp.bind(this); this._onMouseWheel = this.onMouseWheel.bind(this); this._onKeyUp = this.onKeyUp.bind(this); this._onKeyDown = this.onKeyDown.bind(this); this._onContextMenu = this.onContextMenu.bind(this); view.domElement.addEventListener('mousedown', this._onMouseDown, false); view.domElement.addEventListener('touchstart', this._onMouseDown, false); view.domElement.addEventListener('mousemove', this._onMouseMove, false); view.domElement.addEventListener('touchmove', this._onMouseMove, false); view.domElement.addEventListener('mouseup', this._onMouseUp, false); view.domElement.addEventListener('touchend', this._onMouseUp, false); view.domElement.addEventListener('wheel', this._onMouseWheel, false); // Disable context menu when right clicking. view.domElement.addEventListener('contextmenu', this._onContextMenu, false); // TODO: Why windows document.addEventListener('keydown', this._onKeyDown, false); document.addEventListener('keyup', this._onKeyUp, false); } this.view.addFrameRequester(MAIN_LOOP_EVENTS.AFTER_CAMERA_UPDATE, this.update.bind(this)); // focus policy this._onFocus = () => view.domElement.focus(); this.focusOnMouseOver = options.focusOnMouseOver; if (options.focusOnMouseOver) { view.domElement.addEventListener('mouseover', this._onFocus); } this.focusOnClick = options.focusOnClick; if (options.focusOnClick) { view.domElement.addEventListener('click', this._onFocus); } if (view.referenceCrs == 'EPSG:4978') { this.moveCameraVertical = moveCameraVerticalGlobe; } else { this.moveCameraVertical = moveCameraVerticalPlanar; } } 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 */ reset() { let 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 = invert(q) * cam.quaterion // q is the quaternion derived from the up vector q.setFromUnitVectors(axisY, this.camera.up); q.invert(); 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. */ 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; } for (const move of this.moves) { 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); } } if (this._isMouseDown === true || force === true) { applyRotation(this.view, this.camera, this._state); } if (this.moves.size) { this.view.notifyChange(this.camera); } } // Event callback functions // Mouse movement handling 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; const coords = this.view.eventToViewCoords(event); this._onMouseDownMouseX = coords.x; this._onMouseDownMouseY = coords.y; this._stateOnMouseDown = this._state.snapshot(); } onMouseUp() { if (this.enabled == false) { return; } this._isMouseDown = false; } 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 const pxToAngleRatio = THREE.MathUtils.degToRad(this.camera.fov) / this.view.mainLoop.gfxEngine.height; const 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 onMouseWheel(event) { if (this.enabled == false) { return; } const delta = event.deltaY; this.camera.fov = THREE.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.view, this.camera, this._state); } // Keyboard handling onKeyUp(e) { if (this.enabled == false) { return; } const move = MOVEMENTS[e.keyCode]; if (move) { this.moves.delete(move); this.view.notifyChange(undefined, false); e.preventDefault(); } } onKeyDown(e) { if (this.enabled == false) { return; } const move = MOVEMENTS[e.keyCode]; if (move) { this.moves.add(move); this.view.notifyChange(undefined, false); e.preventDefault(); } } onContextMenu(event) { event.preventDefault(); } dispose() { if (!this.eventListeners) { this.view.domElement.removeEventListener('mousedown', this._onMouseDown, false); this.view.domElement.removeEventListener('touchstart', this._onMouseDown, false); this.view.domElement.removeEventListener('mousemove', this._onMouseMove, false); this.view.domElement.removeEventListener('touchmove', this._onMouseMove, false); this.view.domElement.removeEventListener('mouseup', this._onMouseUp, false); this.view.domElement.removeEventListener('touchend', this._onMouseUp, false); this.view.domElement.removeEventListener('wheel', this._onMouseWheel, false); this.view.domElement.removeEventListener('contextmenu', this._onContextMenu, false); document.removeEventListener('keydown', this._onKeyDown, false); document.removeEventListener('keyup', this._onKeyUp, false); } if (this.focusOnMouseOver) { this.view.domElement.removeEventListener('mouseover', this._onFocus); } if (this.focusOnClick) { this.view.domElement.removeEventListener('click', this._onFocus); } this.dispatchEvent({ type: 'dispose' }); } } export default FirstPersonControls;