lume
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text/typescript
// TODO FlingRotation's interaction and tree structure are horribly coupled.
// Instead we can implement DragFling, similar to ScrollFling and PinchFling,
// and use that for rotation. Then if we even keep FlingRotation, we can just
// have it accept a single element to rotate, and it would apply DragFling (or
// whichever fling is provided, easy to compose things).
import {Effects, reactive, signal} from 'classy-solid'
import {onCleanup} from 'solid-js'
import {clamp} from '../math/clamp.js'
import type {Element3D} from '../core/Element3D.js'
type Options = Partial<
Pick<
FlingRotation,
| 'rotationXTarget'
| 'rotationYTarget'
| 'interactionInitiator'
| 'interactionContainer'
| 'minFlingRotationX'
| 'maxFlingRotationX'
| 'minFlingRotationY'
| 'maxFlingRotationY'
| 'factor'
| 'epsilon'
| 'slowdownAmount'
>
>
export
class FlingRotation extends Effects {
/** The object that will be rotated on Y. Required. */
rotationYTarget!: Element3D
/**
* The object that will be rotated on X. Defaults to the element inside the
* rotationYTarget (it's like a gimball).
*/
rotationXTarget!: Element3D
/**
* The element on which the pointer should be placed down on in order to
* initiate drag tracking. This defaults to rotationXTarget.
*/
interactionInitiator!: Element
/**
* The area in which drag tacking will happen. Defaults to
* document.documentElement for tracking in the whole viewport.
*/
// TODO we only need the initiator (just call it target) and we can remove
// this in favor of pointer capture.
interactionContainer: Element = document.documentElement
/**
* The X rotation can not go below this value. Defaults to -90 which means
* facing straight up.
*/
minFlingRotationX: number = -90
/**
* The X rotation can not go above this value. Defaults to 90 which means
* facing straight down.
*/
maxFlingRotationX: number = 90
/**
* The Y rotation can not go below this value. Defaults to -Infinity which
* means the camera can keep rotating laterally around the focus point
* indefinitely.
*/
minFlingRotationY: number = -Infinity
/**
* The Y rotation can not go below this value. Defaults to Infinity which
* means the camera can keep rotating laterally around the focus point
* indefinitely.
*/
maxFlingRotationY: number = Infinity
factor = 1
epsilon = 0.01
/**
* Portion of the change in rotation that is removed each frame to
* cause slowdown. Between 0 and 1.
*/
slowdownAmount = 0.05
#aborter = new AbortController()
constructor(options: Options = {}) {
super()
Object.assign(this, options)
}
#mainPointer = -1
#pointerCount = 0
// The last X/Y only for a single pointer (the rest are ignored).
#lastX = 0
#lastY = 0
#deltaX = 0
#deltaY = 0
#moveTimestamp = 0
#onPointerDown = (event: PointerEvent) => {
this.#pointerCount++
if (this.#pointerCount === 1) this.#mainPointer = event.pointerId
else return
this.interactionContainer.setPointerCapture(this.#mainPointer)
this.#stopAnimation()
this.#lastX = event.x
this.#lastY = event.y
this.#deltaX = 0
this.#deltaY = 0
// @ts-expect-error, whyyyy TypeScript It says that event type is Event instead of PointerEvent
this.interactionContainer.addEventListener('pointermove', this.#onMove, {signal: this.#aborter.signal})
this.interactionContainer.addEventListener('pointerup', this.#onPointerUp, {signal: this.#aborter.signal})
}
#onMove = (event: PointerEvent) => {
if (event.pointerId !== this.#mainPointer) return
this.#moveTimestamp = performance.now()
// We're not simply using event.movementX and event.movementY
// because of a Safari bug:
// https://bugs.webkit.org/show_bug.cgi?id=248119
const movementX = event.x - this.#lastX
const movementY = event.y - this.#lastY
this.#lastX = event.x
this.#lastY = event.y
this.#deltaX = movementY * 0.15 * this.factor
this.rotationXTarget.rotation.x = clamp(
this.rotationXTarget.rotation.x + this.#deltaX,
this.minFlingRotationX,
this.maxFlingRotationX,
)
this.#deltaY = -movementX * 0.15 * this.factor
this.rotationYTarget.rotation.y = clamp(
this.rotationYTarget.rotation.y + this.#deltaY,
this.minFlingRotationY,
this.maxFlingRotationY,
)
}
#onPointerUp = () => {
this.#pointerCount--
if (this.#pointerCount === 0) {
if (this.interactionContainer.hasPointerCapture(this.#mainPointer))
this.interactionContainer.releasePointerCapture(this.#mainPointer)
this.#mainPointer = -1
this.interactionContainer.removeEventListener('pointerup', this.#onPointerUp)
}
// stop dragging
// @ts-expect-error, whyyyy TypeScript It says that event type is Event instead of PointerEvent
this.interactionContainer.removeEventListener('pointermove', this.#onMove)
if ((this.#deltaX === 0 && this.#deltaY === 0) || performance.now() - this.#moveTimestamp > 100) return
// slow the rotation down based on former drag speed
this.rotationXTarget.rotation = (x, y, z, _t, dt) => {
const fpsRatio = dt / 16.6666
// Multiply by fpsRatio so that the slowdownAmount is consistent over time no matter the fps.
this.#deltaX *= 1 - fpsRatio * this.slowdownAmount
// stop rotation once the delta is small enough that we
// no longer notice the rotation.
if (Math.abs(this.#deltaX) < this.epsilon) return false
return [clamp(x + this.#deltaX, this.minFlingRotationX, this.maxFlingRotationX), y, z]
}
this.rotationYTarget.rotation = (x, y, z, _t, dt) => {
const fpsRatio = dt / 16.6666
// Multiply by fpsRatio so that the slowdownAmount is consistent over time no matter the fps.
this.#deltaY *= 1 - fpsRatio * this.slowdownAmount
// stop rotation once the delta is small enough that we
// no longer notice the rotation.
if (Math.abs(this.#deltaY) < this.epsilon) return false
return [x, clamp(y + this.#deltaY, this.minFlingRotationY, this.maxFlingRotationY), z]
}
}
#onDragStart = (event: DragEvent) => event.preventDefault()
#isStarted = false
start(): this {
if (this.#isStarted) return this
this.#isStarted = true
this.createEffect(() => {
// We need all these things for interaction to continue.
if (!(this.rotationYTarget && this.rotationXTarget && this.interactionInitiator && this.interactionContainer))
return
this.#aborter = new AbortController()
// @ts-expect-error, whyyyy TypeScript TODO fix TypeScript lib.dom types.
this.interactionInitiator.addEventListener('pointerdown', this.#onPointerDown, {signal: this.#aborter.signal})
// Hack needed for Chrome (works fine in Firefox) otherwise
// pointercancel breaks the drag handling. See
// https://crbug.com/1166044
// @ts-expect-error, whyyyy TypeScript It says that event type is Event instead of PointerEvent
this.interactionInitiator.addEventListener('dragstart', this.#onDragStart, {signal: this.#aborter.signal})
this.interactionInitiator.addEventListener(
'pointercancel',
() => {
console.error(
'Pointercancel should not be happening. If so, please kindly open an issue at https://github.com/lume/lume/issues.',
)
},
{signal: this.#aborter.signal},
)
onCleanup(() => {
this.#mainPointer = -1
this.#pointerCount = 0
this.#stopAnimation()
this.#aborter.abort()
})
})
return this
}
stop(): this {
if (!this.#isStarted) return this
this.#isStarted = false
this.stopEffects()
return this
}
#stopAnimation() {
// Stop any current animation.
this.rotationXTarget.rotation = () => false
this.rotationYTarget.rotation = () => false
}
}