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three

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JavaScript 3D library

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import { Controls, GridHelper, EllipseCurve, BufferGeometry, Line, LineBasicMaterial, Raycaster, Group, Box3, Sphere, Quaternion, Vector2, Vector3, Matrix4, MathUtils } from 'three'; //trackball state const STATE = { IDLE: Symbol(), ROTATE: Symbol(), PAN: Symbol(), SCALE: Symbol(), FOV: Symbol(), FOCUS: Symbol(), ZROTATE: Symbol(), TOUCH_MULTI: Symbol(), ANIMATION_FOCUS: Symbol(), ANIMATION_ROTATE: Symbol() }; const INPUT = { NONE: Symbol(), ONE_FINGER: Symbol(), ONE_FINGER_SWITCHED: Symbol(), TWO_FINGER: Symbol(), MULT_FINGER: Symbol(), CURSOR: Symbol() }; //cursor center coordinates const _center = { x: 0, y: 0 }; //transformation matrices for gizmos and camera const _transformation = { camera: new Matrix4(), gizmos: new Matrix4() }; /** * Fires when the camera has been transformed by the controls. * * @event ArcballControls#change * @type {Object} */ const _changeEvent = { type: 'change' }; /** * Fires when an interaction was initiated. * * @event ArcballControls#start * @type {Object} */ const _startEvent = { type: 'start' }; /** * Fires when an interaction has finished. * * @event ArcballControls#end * @type {Object} */ const _endEvent = { type: 'end' }; const _raycaster = new Raycaster(); const _offset = new Vector3(); const _gizmoMatrixStateTemp = new Matrix4(); const _cameraMatrixStateTemp = new Matrix4(); const _scalePointTemp = new Vector3(); const _EPS = 0.000001; /** * Arcball controls allow the camera to be controlled by a virtual trackball with full touch support and advanced navigation functionality. * Cursor/finger positions and movements are mapped over a virtual trackball surface represented by a gizmo and mapped in intuitive and * consistent camera movements. Dragging cursor/fingers will cause camera to orbit around the center of the trackball in a conservative * way (returning to the starting point will make the camera return to its starting orientation). * * In addition to supporting pan, zoom and pinch gestures, Arcball controls provide focus< functionality with a double click/tap for intuitively * moving the object's point of interest in the center of the virtual trackball. Focus allows a much better inspection and navigation in complex * environment. Moreover Arcball controls allow FOV manipulation (in a vertigo-style method) and z-rotation. Saving and restoring of Camera State * is supported also through clipboard (use ctrl+c and ctrl+v shortcuts for copy and paste the state). * * Unlike {@link OrbitControls} and {@link TrackballControls}, `ArcballControls` doesn't require `update()` to be called externally in an * animation loop when animations are on. * * @augments Controls * @three_import import { ArcballControls } from 'three/addons/controls/ArcballControls.js'; */ class ArcballControls extends Controls { /** * Constructs a new controls instance. * * @param {Camera} camera - The camera to be controlled. The camera must not be a child of another object, unless that object is the scene itself. * @param {?HTMLDOMElement} [domElement=null] - The HTML element used for event listeners. * @param {?Scene} [scene=null] The scene rendered by the camera. If not given, gizmos cannot be shown. */ constructor( camera, domElement = null, scene = null ) { super( camera, domElement ); /** * The scene rendered by the camera. If not given, gizmos cannot be shown. * * @type {?Scene} * @default null */ this.scene = scene; /** * The control's focus point. * * @type {Vector3} */ this.target = new Vector3(); this._currentTarget = new Vector3(); /** * The size of the gizmo relative to the screen width and height. * * @type {number} * @default 0.67 */ this.radiusFactor = 0.67; /** * Holds the mouse actions of this controls. This property is maintained by the methods * `setMouseAction()` and `unsetMouseAction()`. * * @type {Array<Object>} */ this.mouseActions = []; this._mouseOp = null; //global vectors and matrices that are used in some operations to avoid creating new objects every time (e.g. every time cursor moves) this._v2_1 = new Vector2(); this._v3_1 = new Vector3(); this._v3_2 = new Vector3(); this._m4_1 = new Matrix4(); this._m4_2 = new Matrix4(); this._quat = new Quaternion(); //transformation matrices this._translationMatrix = new Matrix4(); //matrix for translation operation this._rotationMatrix = new Matrix4(); //matrix for rotation operation this._scaleMatrix = new Matrix4(); //matrix for scaling operation this._rotationAxis = new Vector3(); //axis for rotate operation //camera state this._cameraMatrixState = new Matrix4(); this._cameraProjectionState = new Matrix4(); this._fovState = 1; this._upState = new Vector3(); this._zoomState = 1; this._nearPos = 0; this._farPos = 0; this._gizmoMatrixState = new Matrix4(); //initial values this._up0 = new Vector3(); this._zoom0 = 1; this._fov0 = 0; this._initialNear = 0; this._nearPos0 = 0; this._initialFar = 0; this._farPos0 = 0; this._cameraMatrixState0 = new Matrix4(); this._gizmoMatrixState0 = new Matrix4(); //pointers array this._button = - 1; this._touchStart = []; this._touchCurrent = []; this._input = INPUT.NONE; //two fingers touch interaction this._switchSensibility = 32; //minimum movement to be performed to fire single pan start after the second finger has been released this._startFingerDistance = 0; //distance between two fingers this._currentFingerDistance = 0; this._startFingerRotation = 0; //amount of rotation performed with two fingers this._currentFingerRotation = 0; //double tap this._devPxRatio = 0; this._downValid = true; this._nclicks = 0; this._downEvents = []; this._downStart = 0; //pointerDown time this._clickStart = 0; //first click time this._maxDownTime = 250; this._maxInterval = 300; this._posThreshold = 24; this._movementThreshold = 24; //cursor positions this._currentCursorPosition = new Vector3(); this._startCursorPosition = new Vector3(); //grid this._grid = null; //grid to be visualized during pan operation this._gridPosition = new Vector3(); //gizmos this._gizmos = new Group(); this._curvePts = 128; //animations this._timeStart = - 1; //initial time this._animationId = - 1; /** * Duration of focus animations in ms. * * @type {number} * @default 500 */ this.focusAnimationTime = 500; //rotate animation this._timePrev = 0; //time at which previous rotate operation has been detected this._timeCurrent = 0; //time at which current rotate operation has been detected this._anglePrev = 0; //angle of previous rotation this._angleCurrent = 0; //angle of current rotation this._cursorPosPrev = new Vector3(); //cursor position when previous rotate operation has been detected this._cursorPosCurr = new Vector3();//cursor position when current rotate operation has been detected this._wPrev = 0; //angular velocity of the previous rotate operation this._wCurr = 0; //angular velocity of the current rotate operation //parameters /** * If set to `true`, the camera's near and far values will be adjusted every time zoom is * performed trying to maintain the same visible portion given by initial near and far * values. Only works with perspective cameras. * * @type {boolean} * @default false */ this.adjustNearFar = false; /** * The scaling factor used when performing zoom operation. * * @type {number} * @default 1.1 */ this.scaleFactor = 1.1; /** * The damping inertia used if 'enableAnimations` is set to `true`. * * @type {number} * @default 25 */ this.dampingFactor = 25; /** * Maximum angular velocity allowed on rotation animation start. * * @type {number} * @default 20 */ this.wMax = 20; /** * Set to `true` to enable animations for rotation (damping) and focus operation. * * @type {boolean} * @default true */ this.enableAnimations = true; /** * If set to `true`, a grid will appear when panning operation is being performed * (desktop interaction only). * * @type {boolean} * @default false */ this.enableGrid = false; /** * Set to `true` to make zoom become cursor centered. * * @type {boolean} * @default false */ this.cursorZoom = false; /** * The minimum FOV in degrees. * * @type {number} * @default 5 */ this.minFov = 5; /** * The maximum FOV in degrees. * * @type {number} * @default 90 */ this.maxFov = 90; /** * Speed of rotation. * * @type {number} * @default 1 */ this.rotateSpeed = 1; /** * Enable or disable camera panning. * * @type {boolean} * @default true */ this.enablePan = true; /** * Enable or disable camera rotation. * * @type {boolean} * @default true */ this.enableRotate = true; /** * Enable or disable camera zoom. * * @type {boolean} * @default true */ this.enableZoom = true; /** * Enable or disable gizmos. * * @type {boolean} * @default true */ this.enableGizmos = true; /** * Enable or disable camera focusing on double-tap (or click) operations. * * @type {boolean} * @default true */ this.enableFocus = true; /** * How far you can dolly in. For perspective cameras only. * * @type {number} * @default 0 */ this.minDistance = 0; /** * How far you can dolly out. For perspective cameras only. * * @type {number} * @default Infinity */ this.maxDistance = Infinity; /** * How far you can zoom in. For orthographic cameras only. * * @type {number} * @default 0 */ this.minZoom = 0; /** * How far you can zoom out. For orthographic cameras only. * * @type {number} * @default Infinity */ this.maxZoom = Infinity; //trackball parameters this._tbRadius = 1; //FSA this._state = STATE.IDLE; this.setCamera( camera ); if ( this.scene != null ) { this.scene.add( this._gizmos ); } this.initializeMouseActions(); // event listeners this._onContextMenu = onContextMenu.bind( this ); this._onWheel = onWheel.bind( this ); this._onPointerUp = onPointerUp.bind( this ); this._onPointerMove = onPointerMove.bind( this ); this._onPointerDown = onPointerDown.bind( this ); this._onPointerCancel = onPointerCancel.bind( this ); this._onWindowResize = onWindowResize.bind( this ); if ( domElement !== null ) { this.connect( domElement ); } } connect( element ) { super.connect( element ); this.domElement.style.touchAction = 'none'; this._devPxRatio = window.devicePixelRatio; this.domElement.addEventListener( 'contextmenu', this._onContextMenu ); this.domElement.addEventListener( 'wheel', this._onWheel ); this.domElement.addEventListener( 'pointerdown', this._onPointerDown ); this.domElement.addEventListener( 'pointercancel', this._onPointerCancel ); window.addEventListener( 'resize', this._onWindowResize ); } disconnect() { this.domElement.removeEventListener( 'pointerdown', this._onPointerDown ); this.domElement.removeEventListener( 'pointercancel', this._onPointerCancel ); this.domElement.removeEventListener( 'wheel', this._onWheel ); this.domElement.removeEventListener( 'contextmenu', this._onContextMenu ); window.removeEventListener( 'pointermove', this._onPointerMove ); window.removeEventListener( 'pointerup', this._onPointerUp ); window.removeEventListener( 'resize', this._onWindowResize ); } onSinglePanStart( event, operation ) { if ( this.enabled ) { this.dispatchEvent( _startEvent ); this.setCenter( event.clientX, event.clientY ); switch ( operation ) { case 'PAN': if ( ! this.enablePan ) { return; } if ( this._animationId != - 1 ) { cancelAnimationFrame( this._animationId ); this._animationId = - 1; this._timeStart = - 1; this.activateGizmos( false ); this.dispatchEvent( _changeEvent ); } this.updateTbState( STATE.PAN, true ); this._startCursorPosition.copy( this.unprojectOnTbPlane( this.object, _center.x, _center.y, this.domElement ) ); if ( this.enableGrid ) { this.drawGrid(); this.dispatchEvent( _changeEvent ); } break; case 'ROTATE': if ( ! this.enableRotate ) { return; } if ( this._animationId != - 1 ) { cancelAnimationFrame( this._animationId ); this._animationId = - 1; this._timeStart = - 1; } this.updateTbState( STATE.ROTATE, true ); this._startCursorPosition.copy( this.unprojectOnTbSurface( this.object, _center.x, _center.y, this.domElement, this._tbRadius ) ); this.activateGizmos( true ); if ( this.enableAnimations ) { this._timePrev = this._timeCurrent = performance.now(); this._angleCurrent = this._anglePrev = 0; this._cursorPosPrev.copy( this._startCursorPosition ); this._cursorPosCurr.copy( this._cursorPosPrev ); this._wCurr = 0; this._wPrev = this._wCurr; } this.dispatchEvent( _changeEvent ); break; case 'FOV': if ( ! this.object.isPerspectiveCamera || ! this.enableZoom ) { return; } if ( this._animationId != - 1 ) { cancelAnimationFrame( this._animationId ); this._animationId = - 1; this._timeStart = - 1; this.activateGizmos( false ); this.dispatchEvent( _changeEvent ); } this.updateTbState( STATE.FOV, true ); this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 ); this._currentCursorPosition.copy( this._startCursorPosition ); break; case 'ZOOM': if ( ! this.enableZoom ) { return; } if ( this._animationId != - 1 ) { cancelAnimationFrame( this._animationId ); this._animationId = - 1; this._timeStart = - 1; this.activateGizmos( false ); this.dispatchEvent( _changeEvent ); } this.updateTbState( STATE.SCALE, true ); this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 ); this._currentCursorPosition.copy( this._startCursorPosition ); break; } } } onSinglePanMove( event, opState ) { if ( this.enabled ) { const restart = opState != this._state; this.setCenter( event.clientX, event.clientY ); switch ( opState ) { case STATE.PAN: if ( this.enablePan ) { if ( restart ) { //switch to pan operation this.dispatchEvent( _endEvent ); this.dispatchEvent( _startEvent ); this.updateTbState( opState, true ); this._startCursorPosition.copy( this.unprojectOnTbPlane( this.object, _center.x, _center.y, this.domElement ) ); if ( this.enableGrid ) { this.drawGrid(); } this.activateGizmos( false ); } else { //continue with pan operation this._currentCursorPosition.copy( this.unprojectOnTbPlane( this.object, _center.x, _center.y, this.domElement ) ); this.applyTransformMatrix( this.pan( this._startCursorPosition, this._currentCursorPosition ) ); } } break; case STATE.ROTATE: if ( this.enableRotate ) { if ( restart ) { //switch to rotate operation this.dispatchEvent( _endEvent ); this.dispatchEvent( _startEvent ); this.updateTbState( opState, true ); this._startCursorPosition.copy( this.unprojectOnTbSurface( this.object, _center.x, _center.y, this.domElement, this._tbRadius ) ); if ( this.enableGrid ) { this.disposeGrid(); } this.activateGizmos( true ); } else { //continue with rotate operation this._currentCursorPosition.copy( this.unprojectOnTbSurface( this.object, _center.x, _center.y, this.domElement, this._tbRadius ) ); const distance = this._startCursorPosition.distanceTo( this._currentCursorPosition ); const angle = this._startCursorPosition.angleTo( this._currentCursorPosition ); const amount = Math.max( distance / this._tbRadius, angle ) * this.rotateSpeed; //effective rotation angle this.applyTransformMatrix( this.rotate( this.calculateRotationAxis( this._startCursorPosition, this._currentCursorPosition ), amount ) ); if ( this.enableAnimations ) { this._timePrev = this._timeCurrent; this._timeCurrent = performance.now(); this._anglePrev = this._angleCurrent; this._angleCurrent = amount; this._cursorPosPrev.copy( this._cursorPosCurr ); this._cursorPosCurr.copy( this._currentCursorPosition ); this._wPrev = this._wCurr; this._wCurr = this.calculateAngularSpeed( this._anglePrev, this._angleCurrent, this._timePrev, this._timeCurrent ); } } } break; case STATE.SCALE: if ( this.enableZoom ) { if ( restart ) { //switch to zoom operation this.dispatchEvent( _endEvent ); this.dispatchEvent( _startEvent ); this.updateTbState( opState, true ); this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 ); this._currentCursorPosition.copy( this._startCursorPosition ); if ( this.enableGrid ) { this.disposeGrid(); } this.activateGizmos( false ); } else { //continue with zoom operation const screenNotches = 8; //how many wheel notches corresponds to a full screen pan this._currentCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 ); const movement = this._currentCursorPosition.y - this._startCursorPosition.y; let size = 1; if ( movement < 0 ) { size = 1 / ( Math.pow( this.scaleFactor, - movement * screenNotches ) ); } else if ( movement > 0 ) { size = Math.pow( this.scaleFactor, movement * screenNotches ); } this._v3_1.setFromMatrixPosition( this._gizmoMatrixState ); this.applyTransformMatrix( this.scale( size, this._v3_1 ) ); } } break; case STATE.FOV: if ( this.enableZoom && this.object.isPerspectiveCamera ) { if ( restart ) { //switch to fov operation this.dispatchEvent( _endEvent ); this.dispatchEvent( _startEvent ); this.updateTbState( opState, true ); this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 ); this._currentCursorPosition.copy( this._startCursorPosition ); if ( this.enableGrid ) { this.disposeGrid(); } this.activateGizmos( false ); } else { //continue with fov operation const screenNotches = 8; //how many wheel notches corresponds to a full screen pan this._currentCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 ); const movement = this._currentCursorPosition.y - this._startCursorPosition.y; let size = 1; if ( movement < 0 ) { size = 1 / ( Math.pow( this.scaleFactor, - movement * screenNotches ) ); } else if ( movement > 0 ) { size = Math.pow( this.scaleFactor, movement * screenNotches ); } this._v3_1.setFromMatrixPosition( this._cameraMatrixState ); const x = this._v3_1.distanceTo( this._gizmos.position ); let xNew = x / size; //distance between camera and gizmos if scale(size, scalepoint) would be performed //check min and max distance xNew = MathUtils.clamp( xNew, this.minDistance, this.maxDistance ); const y = x * Math.tan( MathUtils.DEG2RAD * this._fovState * 0.5 ); //calculate new fov let newFov = MathUtils.RAD2DEG * ( Math.atan( y / xNew ) * 2 ); //check min and max fov newFov = MathUtils.clamp( newFov, this.minFov, this.maxFov ); const newDistance = y / Math.tan( MathUtils.DEG2RAD * ( newFov / 2 ) ); size = x / newDistance; this._v3_2.setFromMatrixPosition( this._gizmoMatrixState ); this.setFov( newFov ); this.applyTransformMatrix( this.scale( size, this._v3_2, false ) ); //adjusting distance _offset.copy( this._gizmos.position ).sub( this.object.position ).normalize().multiplyScalar( newDistance / x ); this._m4_1.makeTranslation( _offset.x, _offset.y, _offset.z ); } } break; } this.dispatchEvent( _changeEvent ); } } onSinglePanEnd() { if ( this._state == STATE.ROTATE ) { if ( ! this.enableRotate ) { return; } if ( this.enableAnimations ) { //perform rotation animation const deltaTime = ( performance.now() - this._timeCurrent ); if ( deltaTime < 120 ) { const w = Math.abs( ( this._wPrev + this._wCurr ) / 2 ); const self = this; this._animationId = window.requestAnimationFrame( function ( t ) { self.updateTbState( STATE.ANIMATION_ROTATE, true ); const rotationAxis = self.calculateRotationAxis( self._cursorPosPrev, self._cursorPosCurr ); self.onRotationAnim( t, rotationAxis, Math.min( w, self.wMax ) ); } ); } else { //cursor has been standing still for over 120 ms since last movement this.updateTbState( STATE.IDLE, false ); this.activateGizmos( false ); this.dispatchEvent( _changeEvent ); } } else { this.updateTbState( STATE.IDLE, false ); this.activateGizmos( false ); this.dispatchEvent( _changeEvent ); } } else if ( this._state == STATE.PAN || this._state == STATE.IDLE ) { this.updateTbState( STATE.IDLE, false ); if ( this.enableGrid ) { this.disposeGrid(); } this.activateGizmos( false ); this.dispatchEvent( _changeEvent ); } this.dispatchEvent( _endEvent ); } onDoubleTap( event ) { if ( this.enabled && this.enablePan && this.enableFocus && this.scene != null ) { this.dispatchEvent( _startEvent ); this.setCenter( event.clientX, event.clientY ); const hitP = this.unprojectOnObj( this.getCursorNDC( _center.x, _center.y, this.domElement ), this.object ); if ( hitP != null && this.enableAnimations ) { const self = this; if ( this._animationId != - 1 ) { window.cancelAnimationFrame( this._animationId ); } this._timeStart = - 1; this._animationId = window.requestAnimationFrame( function ( t ) { self.updateTbState( STATE.ANIMATION_FOCUS, true ); self.onFocusAnim( t, hitP, self._cameraMatrixState, self._gizmoMatrixState ); } ); } else if ( hitP != null && ! this.enableAnimations ) { this.updateTbState( STATE.FOCUS, true ); this.focus( hitP, this.scaleFactor ); this.updateTbState( STATE.IDLE, false ); this.dispatchEvent( _changeEvent ); } } this.dispatchEvent( _endEvent ); } onDoublePanStart() { if ( this.enabled && this.enablePan ) { this.dispatchEvent( _startEvent ); this.updateTbState( STATE.PAN, true ); this.setCenter( ( this._touchCurrent[ 0 ].clientX + this._touchCurrent[ 1 ].clientX ) / 2, ( this._touchCurrent[ 0 ].clientY + this._touchCurrent[ 1 ].clientY ) / 2 ); this._startCursorPosition.copy( this.unprojectOnTbPlane( this.object, _center.x, _center.y, this.domElement, true ) ); this._currentCursorPosition.copy( this._startCursorPosition ); this.activateGizmos( false ); } } onDoublePanMove() { if ( this.enabled && this.enablePan ) { this.setCenter( ( this._touchCurrent[ 0 ].clientX + this._touchCurrent[ 1 ].clientX ) / 2, ( this._touchCurrent[ 0 ].clientY + this._touchCurrent[ 1 ].clientY ) / 2 ); if ( this._state != STATE.PAN ) { this.updateTbState( STATE.PAN, true ); this._startCursorPosition.copy( this._currentCursorPosition ); } this._currentCursorPosition.copy( this.unprojectOnTbPlane( this.object, _center.x, _center.y, this.domElement, true ) ); this.applyTransformMatrix( this.pan( this._startCursorPosition, this._currentCursorPosition, true ) ); this.dispatchEvent( _changeEvent ); } } onDoublePanEnd() { this.updateTbState( STATE.IDLE, false ); this.dispatchEvent( _endEvent ); } onRotateStart() { if ( this.enabled && this.enableRotate ) { this.dispatchEvent( _startEvent ); this.updateTbState( STATE.ZROTATE, true ); //this._startFingerRotation = event.rotation; this._startFingerRotation = this.getAngle( this._touchCurrent[ 1 ], this._touchCurrent[ 0 ] ) + this.getAngle( this._touchStart[ 1 ], this._touchStart[ 0 ] ); this._currentFingerRotation = this._startFingerRotation; this.object.getWorldDirection( this._rotationAxis ); //rotation axis if ( ! this.enablePan && ! this.enableZoom ) { this.activateGizmos( true ); } } } onRotateMove() { if ( this.enabled && this.enableRotate ) { this.setCenter( ( this._touchCurrent[ 0 ].clientX + this._touchCurrent[ 1 ].clientX ) / 2, ( this._touchCurrent[ 0 ].clientY + this._touchCurrent[ 1 ].clientY ) / 2 ); let rotationPoint; if ( this._state != STATE.ZROTATE ) { this.updateTbState( STATE.ZROTATE, true ); this._startFingerRotation = this._currentFingerRotation; } //this._currentFingerRotation = event.rotation; this._currentFingerRotation = this.getAngle( this._touchCurrent[ 1 ], this._touchCurrent[ 0 ] ) + this.getAngle( this._touchStart[ 1 ], this._touchStart[ 0 ] ); if ( ! this.enablePan ) { rotationPoint = new Vector3().setFromMatrixPosition( this._gizmoMatrixState ); } else { this._v3_2.setFromMatrixPosition( this._gizmoMatrixState ); rotationPoint = this.unprojectOnTbPlane( this.object, _center.x, _center.y, this.domElement ).applyQuaternion( this.object.quaternion ).multiplyScalar( 1 / this.object.zoom ).add( this._v3_2 ); } const amount = MathUtils.DEG2RAD * ( this._startFingerRotation - this._currentFingerRotation ); this.applyTransformMatrix( this.zRotate( rotationPoint, amount ) ); this.dispatchEvent( _changeEvent ); } } onRotateEnd() { this.updateTbState( STATE.IDLE, false ); this.activateGizmos( false ); this.dispatchEvent( _endEvent ); } onPinchStart() { if ( this.enabled && this.enableZoom ) { this.dispatchEvent( _startEvent ); this.updateTbState( STATE.SCALE, true ); this._startFingerDistance = this.calculatePointersDistance( this._touchCurrent[ 0 ], this._touchCurrent[ 1 ] ); this._currentFingerDistance = this._startFingerDistance; this.activateGizmos( false ); } } onPinchMove() { if ( this.enabled && this.enableZoom ) { this.setCenter( ( this._touchCurrent[ 0 ].clientX + this._touchCurrent[ 1 ].clientX ) / 2, ( this._touchCurrent[ 0 ].clientY + this._touchCurrent[ 1 ].clientY ) / 2 ); const minDistance = 12; //minimum distance between fingers (in css pixels) if ( this._state != STATE.SCALE ) { this._startFingerDistance = this._currentFingerDistance; this.updateTbState( STATE.SCALE, true ); } this._currentFingerDistance = Math.max( this.calculatePointersDistance( this._touchCurrent[ 0 ], this._touchCurrent[ 1 ] ), minDistance * this._devPxRatio ); const amount = this._currentFingerDistance / this._startFingerDistance; let scalePoint; if ( ! this.enablePan ) { scalePoint = this._gizmos.position; } else { if ( this.object.isOrthographicCamera ) { scalePoint = this.unprojectOnTbPlane( this.object, _center.x, _center.y, this.domElement ) .applyQuaternion( this.object.quaternion ) .multiplyScalar( 1 / this.object.zoom ) .add( this._gizmos.position ); } else if ( this.object.isPerspectiveCamera ) { scalePoint = this.unprojectOnTbPlane( this.object, _center.x, _center.y, this.domElement ) .applyQuaternion( this.object.quaternion ) .add( this._gizmos.position ); } } this.applyTransformMatrix( this.scale( amount, scalePoint ) ); this.dispatchEvent( _changeEvent ); } } onPinchEnd() { this.updateTbState( STATE.IDLE, false ); this.dispatchEvent( _endEvent ); } onTriplePanStart() { if ( this.enabled && this.enableZoom ) { this.dispatchEvent( _startEvent ); this.updateTbState( STATE.SCALE, true ); //const center = event.center; let clientX = 0; let clientY = 0; const nFingers = this._touchCurrent.length; for ( let i = 0; i < nFingers; i ++ ) { clientX += this._touchCurrent[ i ].clientX; clientY += this._touchCurrent[ i ].clientY; } this.setCenter( clientX / nFingers, clientY / nFingers ); this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 ); this._currentCursorPosition.copy( this._startCursorPosition ); } } onTriplePanMove() { if ( this.enabled && this.enableZoom ) { // fov / 2 // |\ // | \ // | \ // x | \ // | \ // | \ // | _ _ _\ // y //const center = event.center; let clientX = 0; let clientY = 0; const nFingers = this._touchCurrent.length; for ( let i = 0; i < nFingers; i ++ ) { clientX += this._touchCurrent[ i ].clientX; clientY += this._touchCurrent[ i ].clientY; } this.setCenter( clientX / nFingers, clientY / nFingers ); const screenNotches = 8; //how many wheel notches corresponds to a full screen pan this._currentCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 ); const movement = this._currentCursorPosition.y - this._startCursorPosition.y; let size = 1; if ( movement < 0 ) { size = 1 / ( Math.pow( this.scaleFactor, - movement * screenNotches ) ); } else if ( movement > 0 ) { size = Math.pow( this.scaleFactor, movement * screenNotches ); } this._v3_1.setFromMatrixPosition( this._cameraMatrixState ); const x = this._v3_1.distanceTo( this._gizmos.position ); let xNew = x / size; //distance between camera and gizmos if scale(size, scalepoint) would be performed //check min and max distance xNew = MathUtils.clamp( xNew, this.minDistance, this.maxDistance ); const y = x * Math.tan( MathUtils.DEG2RAD * this._fovState * 0.5 ); //calculate new fov let newFov = MathUtils.RAD2DEG * ( Math.atan( y / xNew ) * 2 ); //check min and max fov newFov = MathUtils.clamp( newFov, this.minFov, this.maxFov ); const newDistance = y / Math.tan( MathUtils.DEG2RAD * ( newFov / 2 ) ); size = x / newDistance; this._v3_2.setFromMatrixPosition( this._gizmoMatrixState ); this.setFov( newFov ); this.applyTransformMatrix( this.scale( size, this._v3_2, false ) ); //adjusting distance _offset.copy( this._gizmos.position ).sub( this.object.position ).normalize().multiplyScalar( newDistance / x ); this._m4_1.makeTranslation( _offset.x, _offset.y, _offset.z ); this.dispatchEvent( _changeEvent ); } } onTriplePanEnd() { this.updateTbState( STATE.IDLE, false ); this.dispatchEvent( _endEvent ); //this.dispatchEvent( _changeEvent ); } /** * Set _center's x/y coordinates. * * @private * @param {number} clientX - The x coordinate. * @param {number} clientY - The y coordinate. */ setCenter( clientX, clientY ) { _center.x = clientX; _center.y = clientY; } /** * Set default mouse actions. * * @private */ initializeMouseActions() { this.setMouseAction( 'PAN', 0, 'CTRL' ); this.setMouseAction( 'PAN', 2 ); this.setMouseAction( 'ROTATE', 0 ); this.setMouseAction( 'ZOOM', 'WHEEL' ); this.setMouseAction( 'ZOOM', 1 ); this.setMouseAction( 'FOV', 'WHEEL', 'SHIFT' ); this.setMouseAction( 'FOV', 1, 'SHIFT' ); } /** * Compare two mouse actions. * * @private * @param {Object} action1 - The first mouse action. * @param {Object} action2 - The second mouse action. * @returns {boolean} `true` if action1 and action 2 are the same mouse action, `false` otherwise. */ compareMouseAction( action1, action2 ) { if ( action1.operation == action2.operation ) { if ( action1.mouse == action2.mouse && action1.key == action2.key ) { return true; } else { return false; } } else { return false; } } /** * Set a new mouse action by specifying the operation to be performed and a mouse/key combination. In case of conflict, replaces the existing one. * * @param {'PAN'|'ROTATE'|'ZOOM'|'FOV'} operation - The operation to be performed ('PAN', 'ROTATE', 'ZOOM', 'FOV'). * @param {0|1|2|'WHEEL'} mouse - A mouse button (0, 1, 2) or 'WHEEL' for wheel notches. * @param {'CTRL'|'SHIFT'|null} [key=null] - The keyboard modifier ('CTRL', 'SHIFT') or null if key is not needed. * @returns {boolean} `true` if the mouse action has been successfully added, `false` otherwise. */ setMouseAction( operation, mouse, key = null ) { const operationInput = [ 'PAN', 'ROTATE', 'ZOOM', 'FOV' ]; const mouseInput = [ 0, 1, 2, 'WHEEL' ]; const keyInput = [ 'CTRL', 'SHIFT', null ]; let state; if ( ! operationInput.includes( operation ) || ! mouseInput.includes( mouse ) || ! keyInput.includes( key ) ) { //invalid parameters return false; } if ( mouse == 'WHEEL' ) { if ( operation != 'ZOOM' && operation != 'FOV' ) { //cannot associate 2D operation to 1D input return false; } } switch ( operation ) { case 'PAN': state = STATE.PAN; break; case 'ROTATE': state = STATE.ROTATE; break; case 'ZOOM': state = STATE.SCALE; break; case 'FOV': state = STATE.FOV; break; } const action = { operation: operation, mouse: mouse, key: key, state: state }; for ( let i = 0; i < this.mouseActions.length; i ++ ) { if ( this.mouseActions[ i ].mouse == action.mouse && this.mouseActions[ i ].key == action.key ) { this.mouseActions.splice( i, 1, action ); return true; } } this.mouseActions.push( action ); return true; } /** * Remove a mouse action by specifying its mouse/key combination. * * @param {0|1|2|'WHEEL'} mouse - A mouse button (0, 1, 2) or 'WHEEL' for wheel notches. * @param {'CTRL'|'SHIFT'|null} key - The keyboard modifier ('CTRL', 'SHIFT') or null if key is not needed. * @returns {boolean} `true` if the operation has been successfully removed, `false` otherwise. */ unsetMouseAction( mouse, key = null ) { for ( let i = 0; i < this.mouseActions.length; i ++ ) { if ( this.mouseActions[ i ].mouse == mouse && this.mouseActions[ i ].key == key ) { this.mouseActions.splice( i, 1 ); return true; } } return false; } /** * Return the operation associated to a mouse/keyboard combination. * * @private * @param {0|1|2|'WHEEL'} mouse - Mouse button index (0, 1, 2) or 'WHEEL' for wheel notches. * @param {'CTRL'|'SHIFT'|null} key - Keyboard modifier. * @returns {'PAN'|'ROTATE'|'ZOOM'|'FOV'|null} The operation if it has been found, `null` otherwise. */ getOpFromAction( mouse, key ) { let action; for ( let i = 0; i < this.mouseActions.length; i ++ ) { action = this.mouseActions[ i ]; if ( action.mouse == mouse && action.key == key ) { return action.operation; } } if ( key != null ) { for ( let i = 0; i < this.mouseActions.length; i ++ ) { action = this.mouseActions[ i ]; if ( action.mouse == mouse && action.key == null ) { return action.operation; } } } return null; } /** * Get the operation associated to mouse and key combination and returns the corresponding FSA state. * * @private * @param {0|1|2} mouse - Mouse button index (0, 1, 2) * @param {'CTRL'|'SHIFT'|null} key - Keyboard modifier * @returns {?STATE} The FSA state obtained from the operation associated to mouse/keyboard combination. */ getOpStateFromAction( mouse, key ) { let action; for ( let i = 0; i < this.mouseActions.length; i ++ ) { action = this.mouseActions[ i ]; if ( action.mouse == mouse && action.key == key ) { return action.state; } } if ( key != null ) { for ( let i = 0; i < this.mouseActions.length; i ++ ) { action = this.mouseActions[ i ]; if ( action.mouse == mouse && action.key == null ) { return action.state; } } } return null; } /** * Calculate the angle between two pointers. * * @private * @param {PointerEvent} p1 - The first pointer event. * @param {PointerEvent} p2 - The second pointer event. * @returns {number} The angle between two pointers in degrees. */ getAngle( p1, p2 ) { return Math.atan2( p2.clientY - p1.clientY, p2.clientX - p1.clientX ) * 180 / Math.PI; } /** * Updates a PointerEvent inside current pointerevents array. * * @private * @param {PointerEvent} event - The pointer event. */ updateTouchEvent( event ) { for ( let i = 0; i < this._touchCurrent.length; i ++ ) { if ( this._touchCurrent[ i ].pointerId == event.pointerId ) { this._touchCurrent.splice( i, 1, event ); break; } } } /** * Applies a transformation matrix, to the camera and gizmos. * * @private * @param {Object} transformation - Object containing matrices to apply to camera and gizmos. */ applyTransformMatrix( transformation ) { if ( transformation.camera != null ) { this._m4_1.copy( this._cameraMatrixState ).premultiply( transformation.camera ); this._m4_1.decompose( this.object.position, this.object.quaternion, this.object.scale ); this.object.updateMatrix(); //update camera up vector if ( this._state == STATE.ROTATE || this._state == STATE.ZROTATE || this._state == STATE.ANIMATION_ROTATE ) { this.object.up.copy( this._upState ).applyQuaternion( this.object.quaternion ); } } if ( transformation.gizmos != null ) { this._m4_1.copy( this._gizmoMatrixState ).premultiply( transformation.gizmos ); this._m4_1.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale ); this._gizmos.updateMatrix(); } if ( this._state == STATE.SCALE || this._state == STATE.FOCUS || this._state == STATE.ANIMATION_FOCUS ) { this._tbRadius = this.calculateTbRadius( this.object ); if ( this.adjustNearFar ) { const cameraDistance = this.object.position.distanceTo( this._gizmos.position ); const bb = new Box3(); bb.setFromObject( this._gizmos ); const sphere = new Sphere(); bb.getBoundingSphere( sphere ); const adjustedNearPosition = Math.max( this._nearPos0, sphere.radius + sphere.center.length() ); const regularNearPosition = cameraDistance - this._initialNear; const minNearPos = Math.min( adjustedNearPosition, regularNearPosition ); this.object.near = cameraDistance - minNearPos; const adjustedFarPosition = Math.min( this._farPos0, - sphere.radius + sphere.center.length() ); const regularFarPosition = cameraDistance - this._initialFar; const minFarPos = Math.min( adjustedFarPosition, regularFarPosition ); this.object.far = cameraDistance - minFarPos; this.object.updateProjectionMatrix(); } else { let update = false; if ( this.object.near != this._initialNear ) { this.object.near = this._initialNear; update = true; } if ( this.object.far != this._initialFar ) { this.object.far = this._initialFar; update = true; } if ( update ) { this.object.updateProjectionMatrix(); } } } } /** * Calculates the angular speed. * * @private * @param {number} p0 - Position at t0. * @param {number} p1 - Position at t1. * @param {number} t0 - Initial time in milliseconds. * @param {number} t1 - Ending time in milliseconds. * @returns {number} The angular speed. */ calculateAngularSpeed( p0, p1, t0, t1 ) { const s = p1 - p0; const t = ( t1 - t0 ) / 1000; if ( t == 0 ) { return 0; } return s / t; } /** * Calculates the distance between two pointers. * * @private * @param {PointerEvent} p0 - The first pointer. * @param {PointerEvent} p1 - The second pointer. * @returns {number} The distance between the two pointers. */ calculatePointersDistance( p0, p1 ) { return Math.sqrt( Math.pow( p1.clientX - p0.clientX, 2 ) + Math.pow( p1.clientY - p0.clientY, 2 ) ); } /** * Calculates the rotation axis as the vector perpendicular between two vectors. * * @private * @param {Vector3} vec1 - The first vector. * @param {Vector3} vec2 - The second vector. * @returns {Vector3} The normalized rotation axis. */ calculateRotationAxis( vec1, vec2 ) { this._rotationMatrix.extractRotation( this._cameraMatrixState ); this._quat.setFromRotationMatrix( this._rotationMatrix ); this._rotationAxis.crossVectors( vec1, vec2 ).applyQuaternion( this._quat ); return this._rotationAxis.normalize().clone(); } /** * Calculates the trackball radius so that gizmo's diameter will be 2/3 of the minimum side of the camera frustum. * * @private * @param {Camera} camera - The camera. * @returns {number} The trackball radius. */ calculateTbRadius( camera ) { const distance = camera.position.distanceTo( this._gizmos.position ); if ( camera.type == 'PerspectiveCamera' ) { const halfFovV = MathUtils.DEG2RAD * camera.fov * 0.5; //vertical fov/2 in radians const halfFovH = Math.atan( ( camera.aspect ) * Math.tan( halfFovV ) ); //horizontal fov/2 in radians return Math.tan( Math.min( halfFovV, halfFovH ) ) * distance * this.radiusFactor; } else if ( camera.type == 'OrthographicCamera' ) { return Math.min( camera.top, camera.right ) * this.radiusFactor; } } /** * Focus operation consist of positioning the point of interest in front of the camera and a slightly zoom in. * * @private * @param {Vector3} point - The point of interest. * @param {number} size - Scale factor. * @param {number} [amount=1] - Amount of operation to be completed (used for focus animations, default is complete full operation). */ focus( point, size, amount = 1 ) { //move center of camera (along with gizmos) towards point of interest _offset.copy( point ).sub( this._gizmos.position ).multiplyScalar( amount ); this._translationMatrix.makeTranslation( _offset.x, _offset.y, _offset.z ); _gizmoMatrixStateTemp.copy( this._gizmoMatrixState ); this._gizmoMatrixState.premultiply( this._translationMatrix ); this._gizmoMatrixState.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale ); _cameraMatrixStateTemp.copy( this._cameraMatrixState ); this._cameraMatrixState.premultiply( this._translationMatrix ); this._cameraMatrixState.decompose( this.object.position, this.object.quaternion, this.object.scale ); //apply zoom if ( this.enableZoom ) { this.applyTransformMatrix( this.scale( size, this._gizmos.position ) ); } this._gizmoMatrixState.copy( _gizmoMatrixStateTemp ); this._cameraMatrixState.copy( _cameraMatrixStateTemp ); } /** * Creates a grid if necessary and adds it to the scene. * * @private */ drawGrid() { if ( this.scene != null ) { const color = 0x888888; const multiplier = 3; let size, divisions, maxLength, tick; if ( this.object.isOrthographicCamera ) { const width = this.object.right - this.object.left; const height = this.object.bottom - this.object.top; maxLength = Math.max( width, height ); tick = maxLength / 20; size = maxLength / this.object.zoom * multiplier; divisions = size / tick * this.object.zoom; } else if ( this.object.isPerspectiveCamera ) { const distance = this.object.position.distanceTo( this._gizmos.position ); const halfFovV = MathUtils.DEG2RAD * this.object.fov * 0.5; const halfFovH = Math.atan( ( this.object.aspect ) * Math.tan( halfFovV ) ); maxLength = Math.tan( Math.max( halfFovV, halfFovH ) ) * distance * 2; tick = maxLength / 20; size = maxLength * multiplier; divisions = size / tick; } if ( this._grid == null ) { this._grid = new GridHelper( size, divisions, color, color ); this._grid.position.copy( this._gizmos.position ); this._gridPosition.copy( this._grid.position ); this._grid.quaternion.copy( this.object.quaternion ); this._grid.rotateX( Math.PI * 0.5 ); this.scene.add( this._grid ); } } } dispose() { if ( this._animationId != - 1 ) { window.cancelAnimationFrame( this._animationId ); } this.disconnect(); if ( this.scene !== null ) this.scene.remove( this._gizmos ); this.disposeGrid(); } /** * Removes the grid from the scene. */ disposeGrid() { if ( this._grid != null && this.scene != null ) { this.scene.remove( this._grid ); this._grid = null; } } /** * Computes the easing out cubic function for ease out effect in animation. * * @private * @param {number} t - The absolute progress of the animation in the bound of `0` (beginning of the) and `1` (ending of animation). * @returns {number} Result of easing out cubic at time `t`. */ easeOutCubic( t ) { return 1 - Math.pow( 1 - t, 3 ); } /** * Makes rotation gizmos more or less visible. * * @param {boolean} isActive - If set to `true`, gizmos are more visible. */ activateGizmos( isActive ) { const gizmoX = this._gizmos.children[ 0 ]; const gizmoY = this._gizmos.children[ 1 ]; const gizmoZ = this._gizmos.children[ 2 ]; if ( isActive ) { gizmoX.material.setValues( { opacity: 1 } ); gizmoY.material.setValues( { opacity: 1 } ); gizmoZ.material.setValues( { opacity: 1 } ); } else { gizmoX.material.setValues( { opacity: 0.6 } ); gizmoY.material.setValues( { opacity: 0.6 } ); gizmoZ.material.setValues( { opacity: 0.6 } ); } } /** * Calculates the cursor position in NDC. * * @private * @param {number} cursorX - Cursor horizontal coordinate within the canvas. * @param {number} cursorY - Cursor vertical coordinate within the canvas. * @param {HTMLElement} canvas - The canvas where the renderer draws its output. * @returns {Vector2} Cursor normalized position inside the canvas. */ getCursorNDC( cursorX, cursorY, canvas ) { const canvasRect = canvas.getBoundingClientRect(); this._v2_1.setX( ( ( cursorX - canvasRect.left ) / canvasRect.width ) * 2 - 1 ); this._v2_1.setY( ( ( canvasRect.bottom - cursorY ) / canvasRect.height ) * 2 - 1 ); return this._v2_1.clone(); } /** * Calculates the cursor position inside the canvas x/y coordinates with the origin being in the center of the canvas. * * @private * @param {number} cursorX - Cursor horizontal coordinate within the canvas. * @param {number} cursorY - Cursor vertical coordinate within the canvas. * @param {HTMLElement} canvas - The canvas where the renderer draws its output. * @returns {Vector2} Cursor position inside the canvas. */ getCursorPosition( cursorX, cursorY, canvas ) { this._v2_1.copy( this.getCursorNDC( cursorX, cursorY, canvas ) ); this._v2_1.x *= ( this.object.right - this.object.left ) * 0.5; this._v2_1.y *= ( this.object.top - this.object.bottom ) * 0.5; return this._v2_1.clone(); } /** * Sets the camera to be controlled. Must be called in order to set a new camera to be controlled. * * @param {Camera} camera - The camera to be controlled. */ setCamera( camera ) { camera.lookAt( this.target ); camera.updateMatrix(); //setting state if ( camera.type == 'PerspectiveCamera' ) { this._fov0 = camera.fov; this._fovState = camera.fov; } this._cameraMatrixState0.copy( camera.matrix ); this._cameraMatrixState.copy( this._cameraMatrixState0 ); this._cameraProjectionState.copy( camera.projectionMatrix ); this._zoom0 = camera.zoom; this._zoomState = this._zoom0; this._initialNear = camera.near; this._nearPos0 = camera.position.distanceTo( this.target ) - camera.near; this._nearPos = this._initialNear; this._initialFar = camera.far; this._farPos0 = camera.position.distanceTo( this.target ) - camera.far; this._farPos = this._initialFar; this._up0.copy( camera.up ); this._upState.copy( camera.up ); this.object = camera; this.object.updateProjectionMatrix(); //making gizmos this._tbRadius = this.calculateTbRadius( camera ); this.makeGizmos( this.target, this._tbRadius ); } /** * Sets gizmos visibility. * * @param {boolean} value - Value of gizmos visibility. */ setGizmosVisible( value ) { this._gizmos.visible = value; this.dispatchEvent( _changeEvent ); } /** * Sets gizmos radius factor and redraws gizmos. * * @param {number} value - Value of radius factor. */ setTbRadius( value ) { this.radiusFactor = value; this._tbRadius = this.calculateTbRadius( this.object ); const curve = new EllipseCurve( 0, 0, this._tbRadius, this._tbRadius ); const points = curve.getPoints( this._curvePts ); const curveGeometry = new BufferGeometry().setFromPoints( points ); for ( const gizmo in this._gizmos.children ) { this._gizmos.children[ gizmo ].geometry = curveGeometry; } this.dispatchEvent( _changeEvent ); } /** * Creates the rotation gizmos matching trackball center and radius. * * @private * @param {Vector3} tbCenter - The trackball center. * @param {number} tbRadius - The trackball radius. */ makeGizmos( tbCenter, tbRadius ) { const curve = new EllipseCurve( 0, 0, tbRadius, tbRadius ); const points = curve.getPoints( this._curvePts ); //geometry const curveGeometry = new BufferGeometry().setFromPoints( points ); //material const curveMaterialX = new LineBasicMaterial( { color: 0xff8080, fog: false, transparent: true, opacity: 0.6 } ); const curveMaterialY = new LineBasicMaterial( { color: 0x80ff80, fog: false, transparent: true, opacity: 0.6 } ); const curveMaterial