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threejs.interaction-fixed

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a interaction manager, serve the three.js, help you build a interactivity 3d-scene

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import '../patch/EventDispatcher'; import '../patch/Object3D'; import { EventDispatcher, Raycaster } from 'three'; import InteractionData from './InteractionData'; import InteractionEvent from './InteractionEvent'; import InteractionTrackingData from './InteractionTrackingData'; const MOUSE_POINTER_ID = 'MOUSE'; // helpers for hitTest() - only used inside hitTest() const hitTestEvent = { target: null, data: { global: null, }, }; /** * The interaction manager deals with mouse, touch and pointer events. Any DisplayObject can be interactive * if its interactive parameter is set to true * This manager also supports multitouch. * * reference to [pixi.js](http://www.pixijs.com/) impl * * @private * @class * @extends EventDispatcher */ class InteractionLayer extends EventDispatcher { /** * @param {WebGLRenderer} renderer - A reference to the current renderer * @param {Object} [options] - The options for the manager. * @param {Boolean} [options.autoPreventDefault=false] - Should the manager automatically prevent default browser actions. * @param {Boolean} [options.autoAttach=true] - Should the manager automatically attach target element. * @param {Number} [options.interactionFrequency=10] - Frequency increases the interaction events will be checked. */ constructor(renderer, options) { super(); options = options || {}; /** * The renderer this interaction manager works for. * * @member {WebGLRenderer} */ this.renderer = renderer; /** * The renderer this interaction manager works for. * * @member {Layer} */ this.layer = null; /** * The renderer this interaction manager works for. * * @member {Scene} */ // this.scene = scene; /** * The renderer this interaction manager works for. * * @member {Camera} */ // this.camera = camera; /** * Should default browser actions automatically be prevented. * Does not apply to pointer events for backwards compatibility * preventDefault on pointer events stops mouse events from firing * Thus, for every pointer event, there will always be either a mouse of touch event alongside it. * * @member {boolean} * @default false */ this.autoPreventDefault = options.autoPreventDefault || false; /** * Frequency in milliseconds that the mousemove, moveover & mouseout interaction events will be checked. * * @member {number} * @default 10 */ this.interactionFrequency = options.interactionFrequency || 10; /** * The mouse data * * @member {InteractionData} */ this.mouse = new InteractionData(); this.mouse.identifier = MOUSE_POINTER_ID; // setting the mouse to start off far off screen will mean that mouse over does // not get called before we even move the mouse. this.mouse.global.set(-999999); /** * Actively tracked InteractionData * * @private * @member {Object.<number,InteractionData>} */ this.activeInteractionData = {}; this.activeInteractionData[MOUSE_POINTER_ID] = this.mouse; /** * Pool of unused InteractionData * * @private * @member {InteractionData[]} */ this.interactionDataPool = []; /** * An event data object to handle all the event tracking/dispatching * * @member {object} */ this.eventData = new InteractionEvent(); /** * The DOM element to bind to. * * @private * @member {HTMLElement} */ this.interactionDOMElement = null; /** * This property determines if mousemove and touchmove events are fired only when the cursor * is over the object. * Setting to true will make things work more in line with how the DOM verison works. * Setting to false can make things easier for things like dragging * It is currently set to false as this is how three.js used to work. * * @member {boolean} * @default true */ this.moveWhenInside = true; /** * Have events been attached to the dom element? * * @private * @member {boolean} */ this.eventsAdded = false; /** * Is the mouse hovering over the renderer? * * @private * @member {boolean} */ this.mouseOverRenderer = false; /** * Does the device support touch events * https://www.w3.org/TR/touch-events/ * * @readonly * @member {boolean} */ this.supportsTouchEvents = 'ontouchstart' in window; /** * Does the device support pointer events * https://www.w3.org/Submission/pointer-events/ * * @readonly * @member {boolean} */ this.supportsPointerEvents = !!window.PointerEvent; // this will make it so that you don't have to call bind all the time /** * @private * @member {Function} */ this.onClick = this.onClick.bind(this); this.processClick = this.processClick.bind(this); /** * @private * @member {Function} */ this.onPointerUp = this.onPointerUp.bind(this); this.processPointerUp = this.processPointerUp.bind(this); /** * @private * @member {Function} */ this.onPointerCancel = this.onPointerCancel.bind(this); this.processPointerCancel = this.processPointerCancel.bind(this); /** * @private * @member {Function} */ this.onPointerDown = this.onPointerDown.bind(this); this.processPointerDown = this.processPointerDown.bind(this); /** * @private * @member {Function} */ this.onPointerMove = this.onPointerMove.bind(this); this.processPointerMove = this.processPointerMove.bind(this); /** * @private * @member {Function} */ this.onPointerOut = this.onPointerOut.bind(this); this.processPointerOverOut = this.processPointerOverOut.bind(this); /** * @private * @member {Function} */ this.onPointerOver = this.onPointerOver.bind(this); /** * Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor * values, objects are handled as dictionaries of CSS values for interactionDOMElement, * and functions are called instead of changing the CSS. * Default CSS cursor values are provided for 'default' and 'pointer' modes. * @member {Object.<string, (string|Function|Object.<string, string>)>} */ this.cursorStyles = { default: 'inherit', pointer: 'pointer', }; /** * The mode of the cursor that is being used. * The value of this is a key from the cursorStyles dictionary. * * @member {string} */ this.currentCursorMode = null; /** * Internal cached let. * * @private * @member {string} */ this.cursor = null; /** * ray caster, for survey intersects from 3d-scene * * @private * @member {Raycaster} */ this.raycaster = new Raycaster(); /** * snippet time * * @private * @member {Number} */ this._deltaTime = 0; this.setTargetElement(this.renderer.domElement); /** * Fired when a pointer device button (usually a mouse left-button) is pressed on the display * object. * * @event InteractionLayer#mousedown * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is pressed * on the display object. * * @event InteractionLayer#rightdown * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is released over the display * object. * * @event InteractionLayer#mouseup * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is released * over the display object. * * @event InteractionLayer#rightup * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is pressed and released on * the display object. * * @event InteractionLayer#click * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is pressed * and released on the display object. * * @event InteractionLayer#rightclick * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is released outside the * display object that initially registered a * [mousedown]{@link InteractionLayer#event:mousedown}. * * @event InteractionLayer#mouseupoutside * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is released * outside the display object that initially registered a * [rightdown]{@link InteractionLayer#event:rightdown}. * * @event InteractionLayer#rightupoutside * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device (usually a mouse) is moved while over the display object * * @event InteractionLayer#mousemove * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device (usually a mouse) is moved onto the display object * * @event InteractionLayer#mouseover * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device (usually a mouse) is moved off the display object * * @event InteractionLayer#mouseout * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is pressed on the display object. * * @event InteractionLayer#pointerdown * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is released over the display object. * * @event InteractionLayer#pointerup * @param {InteractionEvent} event - Interaction event */ /** * Fired when the operating system cancels a pointer event * * @event InteractionLayer#pointercancel * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is pressed and released on the display object. * * @event InteractionLayer#pointertap * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is released outside the display object that initially * registered a [pointerdown]{@link InteractionLayer#event:pointerdown}. * * @event InteractionLayer#pointerupoutside * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device is moved while over the display object * * @event InteractionLayer#pointermove * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device is moved onto the display object * * @event InteractionLayer#pointerover * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device is moved off the display object * * @event InteractionLayer#pointerout * @param {InteractionEvent} event - Interaction event */ /** * Fired when a touch point is placed on the display object. * * @event InteractionLayer#touchstart * @param {InteractionEvent} event - Interaction event */ /** * Fired when a touch point is removed from the display object. * * @event InteractionLayer#touchend * @param {InteractionEvent} event - Interaction event */ /** * Fired when the operating system cancels a touch * * @event InteractionLayer#touchcancel * @param {InteractionEvent} event - Interaction event */ /** * Fired when a touch point is placed and removed from the display object. * * @event InteractionLayer#tap * @param {InteractionEvent} event - Interaction event */ /** * Fired when a touch point is removed outside of the display object that initially * registered a [touchstart]{@link InteractionLayer#event:touchstart}. * * @event InteractionLayer#touchendoutside * @param {InteractionEvent} event - Interaction event */ /** * Fired when a touch point is moved along the display object. * * @event InteractionLayer#touchmove * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. * object. DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#mousedown * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is pressed * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#rightdown * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is released over the display * object. DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#mouseup * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is released * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#rightup * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is pressed and released on * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#click * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is pressed * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#rightclick * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is released outside the * display object that initially registered a * [mousedown]{@link Object3D#event:mousedown}. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#mouseupoutside * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is released * outside the display object that initially registered a * [rightdown]{@link Object3D#event:rightdown}. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#rightupoutside * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device (usually a mouse) is moved while over the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#mousemove * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device (usually a mouse) is moved onto the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#mouseover * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device (usually a mouse) is moved off the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#mouseout * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is pressed on the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#pointerdown * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is released over the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#pointerup * @param {InteractionEvent} event - Interaction event */ /** * Fired when the operating system cancels a pointer event. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#pointercancel * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is pressed and released on the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#pointertap * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is released outside the display object that initially * registered a [pointerdown]{@link Object3D#event:pointerdown}. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#pointerupoutside * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device is moved while over the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#pointermove * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device is moved onto the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#pointerover * @param {InteractionEvent} event - Interaction event */ /** * Fired when a pointer device is moved off the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#pointerout * @param {InteractionEvent} event - Interaction event */ /** * Fired when a touch point is placed on the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#touchstart * @param {InteractionEvent} event - Interaction event */ /** * Fired when a touch point is removed from the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#touchend * @param {InteractionEvent} event - Interaction event */ /** * Fired when the operating system cancels a touch. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#touchcancel * @param {InteractionEvent} event - Interaction event */ /** * Fired when a touch point is placed and removed from the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#tap * @param {InteractionEvent} event - Interaction event */ /** * Fired when a touch point is removed outside of the display object that initially * registered a [touchstart]{@link Object3D#event:touchstart}. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#touchendoutside * @param {InteractionEvent} event - Interaction event */ /** * Fired when a touch point is moved along the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event Object3D#touchmove * @param {InteractionEvent} event - Interaction event */ } /** * @return {boolean} */ isAble() { return this.layer && this.layer.interactive; } /** * set layer * @param {Layer} layer layer */ setLayer(layer) { this.layer = layer; } /** * Hit tests a point against the display tree, returning the first interactive object that is hit. * * @param {Point} globalPoint - A point to hit test with, in global space. * @param {Object3D} [root] - The root display object to start from. If omitted, defaults * to the last rendered root of the associated renderer. * @return {Object3D} The hit display object, if any. */ hitTest(globalPoint, root) { if (!this.isAble()) return null; // clear the target for our hit test hitTestEvent.target = null; // assign the global point hitTestEvent.data.global = globalPoint; // ensure safety of the root if (!root) { root = this.layer.scene; } // run the hit test this.processInteractive(hitTestEvent, root, null, true); // return our found object - it'll be null if we didn't hit anything return hitTestEvent.target; } /** * Sets the DOM element which will receive mouse/touch events. This is useful for when you have * other DOM elements on top of the renderers Canvas element. With this you'll be bale to deletegate * another DOM element to receive those events. * * @param {HTMLCanvasElement} element - the DOM element which will receive mouse and touch events. */ setTargetElement(element) { this.removeEvents(); this.interactionDOMElement = element; this.addEvents(); } /** * Registers all the DOM events * * @private */ addEvents() { if (!this.interactionDOMElement || this.eventsAdded) { return; } this.emit('addevents'); this.interactionDOMElement.addEventListener('click', this.onClick, true); if (window.navigator.msPointerEnabled) { this.interactionDOMElement.style['-ms-content-zooming'] = 'none'; this.interactionDOMElement.style['-ms-touch-action'] = 'none'; } else if (this.supportsPointerEvents) { this.interactionDOMElement.style['touch-action'] = 'none'; } /** * These events are added first, so that if pointer events are normalised, they are fired * in the same order as non-normalised events. ie. pointer event 1st, mouse / touch 2nd */ if (this.supportsPointerEvents) { window.document.addEventListener('pointermove', this.onPointerMove, true); this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true); // pointerout is fired in addition to pointerup (for touch events) and pointercancel // we already handle those, so for the purposes of what we do in onPointerOut, we only // care about the pointerleave event this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, true); this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true); window.addEventListener('pointercancel', this.onPointerCancel, true); window.addEventListener('pointerup', this.onPointerUp, true); } else { window.document.addEventListener('mousemove', this.onPointerMove, true); this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true); this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true); this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true); window.addEventListener('mouseup', this.onPointerUp, true); } // always look directly for touch events so that we can provide original data // In a future version we should change this to being just a fallback and rely solely on // PointerEvents whenever available if (this.supportsTouchEvents) { this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true); this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true); this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true); this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true); } this.eventsAdded = true; } /** * Removes all the DOM events that were previously registered * * @private */ removeEvents() { if (!this.interactionDOMElement) { return; } this.emit('removeevents'); this.interactionDOMElement.removeEventListener('click', this.onClick, true); if (window.navigator.msPointerEnabled) { this.interactionDOMElement.style['-ms-content-zooming'] = ''; this.interactionDOMElement.style['-ms-touch-action'] = ''; } else if (this.supportsPointerEvents) { this.interactionDOMElement.style['touch-action'] = ''; } if (this.supportsPointerEvents) { window.document.removeEventListener('pointermove', this.onPointerMove, true); this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true); this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true); this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true); window.removeEventListener('pointercancel', this.onPointerCancel, true); window.removeEventListener('pointerup', this.onPointerUp, true); } else { window.document.removeEventListener('mousemove', this.onPointerMove, true); this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true); this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true); this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true); window.removeEventListener('mouseup', this.onPointerUp, true); } if (this.supportsTouchEvents) { this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true); this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true); this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true); this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true); } this.interactionDOMElement = null; this.eventsAdded = false; } /** * Updates the state of interactive objects. * Invoked by a throttled ticker. * * @param {number} deltaTime - time delta since last tick */ update({ snippet }) { if (!this.isAble()) return; this._deltaTime += snippet; if (this._deltaTime < this.interactionFrequency) { return; } this._deltaTime = 0; if (!this.interactionDOMElement) { return; } // if the user move the mouse this check has already been done using the mouse move! if (this.didMove) { this.didMove = false; return; } this.cursor = null; // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, // but there was a scenario of a display object moving under a static mouse cursor. // In this case, mouseover and mouseevents would not pass the flag test in triggerEvent function for (const k in this.activeInteractionData) { // eslint-disable-next-line no-prototype-builtins if (this.activeInteractionData.hasOwnProperty(k)) { const interactionData = this.activeInteractionData[k]; if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { const interactionEvent = this.configureInteractionEventForDOMEvent( this.eventData, interactionData.originalEvent, interactionData ); this.processInteractive( interactionEvent, this.layer.scene, this.processPointerOverOut, true ); } } } this.setCursorMode(this.cursor); // TODO } /** * Sets the current cursor mode, handling any callbacks or CSS style changes. * * @param {string} mode - cursor mode, a key from the cursorStyles dictionary */ setCursorMode(mode) { mode = mode || 'default'; // if the mode didn't actually change, bail early if (this.currentCursorMode === mode) { return; } this.currentCursorMode = mode; const style = this.cursorStyles[mode]; // only do things if there is a cursor style for it if (style) { switch (typeof style) { case 'string': // string styles are handled as cursor CSS this.interactionDOMElement.style.cursor = style; break; case 'function': // functions are just called, and passed the cursor mode style(mode); break; case 'object': // if it is an object, assume that it is a dictionary of CSS styles, // apply it to the interactionDOMElement Object.assign(this.interactionDOMElement.style, style); break; default: break; } } else if (typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry // for the mode, then assume that the dev wants it to be CSS for the cursor. this.interactionDOMElement.style.cursor = mode; } } /** * Dispatches an event on the display object that was interacted with * * @param {Object3D} displayObject - the display object in question * @param {string} eventString - the name of the event (e.g, mousedown) * @param {object} eventData - the event data object * @private */ triggerEvent(displayObject, eventString, eventData) { if (!eventData.stopped) { eventData.currentTarget = displayObject; eventData.type = eventString; displayObject.emit(eventString, eventData); if (displayObject[eventString]) { displayObject[eventString](eventData); } } } /** * This function is provides a neat way of crawling through the scene graph and running a * specified function on all interactive objects it finds. It will also take care of hit * testing the interactive objects and passes the hit across in the function. * * @private * @param {InteractionEvent} interactionEvent - event containing the point that * is tested for collision * @param {Object3D} displayObject - the displayObject * that will be hit test (recursively crawls its children) * @param {Function} [func] - the function that will be called on each interactive object. The * interactionEvent, displayObject and hit will be passed to the function * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point * @param {boolean} [interactive] - Whether the displayObject is interactive * @return {boolean} returns true if the displayObject hit the point */ processInteractive(interactionEvent, displayObject, func, hitTest, interactive) { if (!displayObject || !displayObject.visible) { return false; } // Took a little while to rework this function correctly! But now it is done and nice and optimised. ^_^ // // This function will now loop through all objects and then only hit test the objects it HAS // to, not all of them. MUCH faster.. // An object will be hit test if the following is true: // // 1: It is interactive. // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. // // As another little optimisation once an interactive object has been hit we can carry on // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests // A final optimisation is that an object is not hit test directly if a child has already been hit. interactive = displayObject.interactive || interactive; let hit = false; let interactiveParent = interactive; if (displayObject.interactiveChildren && displayObject.children) { const children = displayObject.children; for (let i = children.length - 1; i >= 0; i--) { const child = children[i]; // time to get recursive.. if this function will return if something is hit.. const childHit = this.processInteractive(interactionEvent, child, func, hitTest, interactiveParent); if (childHit) { // its a good idea to check if a child has lost its parent. // this means it has been removed whilst looping so its best if (!child.parent) { continue; } // we no longer need to hit test any more objects in this container as we we // now know the parent has been hit interactiveParent = false; // If the child is interactive , that means that the object hit was actually // interactive and not just the child of an interactive object. // This means we no longer need to hit test anything else. We still need to run // through all objects, but we don't need to perform any hit tests. if (childHit) { if (interactionEvent.target) { hitTest = false; } hit = true; } } } } // no point running this if the item is not interactive or does not have an interactive parent. if (interactive) { // if we are hit testing (as in we have no hit any objects yet) // We also don't need to worry about hit testing if once of the displayObjects children // has already been hit - but only if it was interactive, otherwise we need to keep // looking for an interactive child, just in case we hit one if (hitTest && !interactionEvent.target) { if (interactionEvent.intersects[0] && interactionEvent.intersects[0].object === displayObject) { hit = true; } } if (displayObject.interactive) { if (hit && !interactionEvent.target) { interactionEvent.data.target = interactionEvent.target = displayObject; } if (func) { func(interactionEvent, displayObject, !!hit); } } } return hit; } /** * Is called when the click is pressed down on the renderer element * * @private * @param {MouseEvent} originalEvent - The DOM event of a click being pressed down */ onClick(originalEvent) { if (!this.isAble()) return; if (originalEvent.type !== 'click') return; const events = this.normalizeToPointerData(originalEvent); if (this.autoPreventDefault && events[0].isNormalized) { originalEvent.preventDefault(); } const interactionData = this.getInteractionDataForPointerId(events[0]); const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, events[0], interactionData); interactionEvent.data.originalEvent = originalEvent; this.processInteractive(interactionEvent, this.layer.scene, this.processClick, true); this.emit('click', interactionEvent); } /** * Processes the result of the click check and dispatches the event if need be * * @private * @param {InteractionEvent} interactionEvent - The interaction event wrapping the DOM event * @param {Object3D} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ processClick(interactionEvent, displayObject, hit) { if (hit) { this.triggerEvent(displayObject, 'click', interactionEvent); } } /** * Is called when the pointer button is pressed down on the renderer element * * @private * @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down */ onPointerDown(originalEvent) { if (!this.isAble()) return; // if we support touch events, then only use those for touch events, not pointer events if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return; const events = this.normalizeToPointerData(originalEvent); /** * No need to prevent default on natural pointer events, as there are no side effects * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, * so still need to be prevented. */ // Guaranteed that there will be at least one event in events, and all events must have the same pointer type if (this.autoPreventDefault && events[0].isNormalized) { originalEvent.preventDefault(); } const eventLen = events.length; for (let i = 0; i < eventLen; i++) { const event = events[i]; const interactionData = this.getInteractionDataForPointerId(event); const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); interactionEvent.data.originalEvent = originalEvent; this.processInteractive(interactionEvent, this.layer.scene, this.processPointerDown, true); this.emit('pointerdown', interactionEvent); if (event.pointerType === 'touch') { this.emit('touchstart', interactionEvent); } else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { const isRightButton = event.button === 2; this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); } } } /** * Processes the result of the pointer down check and dispatches the event if need be * * @private * @param {InteractionEvent} interactionEvent - The interaction event wrapping the DOM event * @param {Object3D} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ processPointerDown(interactionEvent, displayObject, hit) { const data = interactionEvent.data; const id = interactionEvent.data.identifier; if (hit) { if (!displayObject.trackedPointers[id]) { displayObject.trackedPointers[id] = new InteractionTrackingData(id); } this.triggerEvent(displayObject, 'pointerdown', interactionEvent); if (data.pointerType === 'touch') { displayObject.started = true; this.triggerEvent(displayObject, 'touchstart', interactionEvent); } else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { const isRightButton = data.button === 2; if (isRightButton) { displayObject.trackedPointers[id].rightDown = true; } else { displayObject.trackedPointers[id].leftDown = true; } this.triggerEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); } } } /** * Is called when the pointer button is released on the renderer element * * @private * @param {PointerEvent} originalEvent - The DOM event of a pointer button being released * @param {boolean} cancelled - true if the pointer is cancelled * @param {Function} func - Function passed to {@link processInteractive} */ onPointerComplete(originalEvent, cancelled, func) { const events = this.normalizeToPointerData(originalEvent); const eventLen = events.length; // if the event wasn't targeting our canvas, then consider it to be pointerupoutside // in all cases (unless it was a pointercancel) const eventAppend = originalEvent.target !== this.interactionDOMElement ? 'outside' : ''; for (let i = 0; i < eventLen; i++) { const event = events[i]; const interactionData = this.getInteractionDataForPointerId(event); const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); interactionEvent.data.originalEvent = originalEvent; // perform hit testing for events targeting our canvas or cancel events this.processInteractive(interactionEvent, this.layer.scene, func, cancelled || !eventAppend); this.emit(cancelled ? 'pointercancel' : `pointerup${eventAppend}`, interactionEvent); if (event.pointerType === 'mouse' || event.pointerType === 'pen') { const isRightButton = event.button === 2; this.emit(isRightButton ? `rightup${eventAppend}` : `mouseup${eventAppend}`, interactionEvent); } else if (event.pointerType === 'touch') { this.emit(cancelled ? 'touchcancel' : `touchend${eventAppend}`, interactionEvent); this.releaseInteractionDataForPointerId(event.pointerId, interactionData); } } } /** * Is called when the pointer button is cancelled * * @private * @param {PointerEvent} event - The DOM event of a pointer button being released */ onPointerCancel(event) { if (!this.isAble()) return; // if we support touch events, then only use those for touch events, not pointer events if (this.supportsTouchEvents && event.pointerType === 'touch') return; this.onPointerComplete(event, true, this.processPointerCancel); } /** * Processes the result of the pointer cancel check and dispatches the event if need be * * @private * @param {InteractionEvent} interactionEvent - The interaction event wrapping the DOM event * @param {Object3D} displayObject - The display object that was tested */ processPointerCancel(interactionEvent, displayObject) { const data = interactionEvent.data; const id = interactionEvent.data.identifier; if (displayObject.trackedPointers[id] !== undefined) { delete displayObject.trackedPointers[id]; this.triggerEvent(displayObject, 'pointercancel', interactionEvent); if (data.pointerType === 'touch') { this.triggerEvent(displayObject, 'touchcancel', interactionEvent); } } } /** * Is called when the pointer button is released on the renderer element * * @private * @param {PointerEvent} event - The DOM event of a pointer button being released */ onPointerUp(event) { if (!this.isAble()) return; // if we support touch events, then only use those for touch events, not pointer events if (this.supportsTouchEvents && event.pointerType === 'touch') return; this.onPointerComplete(event, false, this.processPointerUp); } /** * Processes the result of the pointer up check and dispatches the event if need be * * @private * @param {InteractionEvent} interactionEvent - The interaction event wrapping the DOM event * @param {Object3D} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ processPointerUp(interactionEvent, displayObject, hit) { const data = interactionEvent.data; const id = interactionEvent.data.identifier; const trackingData = displayObject.trackedPointers[id]; const isTouch = data.pointerType === 'touch'; const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); // Mouse only if (isMouse) { const isRightButton = data.button === 2; const flags = InteractionTrackingData.FLAGS; const test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; const isDown = trackingData !== undefined && (trackingData.flags & test); if (hit) { this.triggerEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); if (isDown) { this.triggerEvent(displayObject, isRightButton ? 'rightclick' : 'leftclick', interactionEvent); } } else if (isDown) { this.triggerEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); } // update the down state of the tracking data if (trackingData) { if (isRightButton) { trackingData.rightDown = false; } else { trackingData.leftDown = false; } } } // Pointers and Touches, and Mouse if (isTouch && displayObject.started) { displayObject.started = false; this.triggerEvent(displayObject, 'touchend', interactionEvent); } if (hit) { this.triggerEvent(displayObject, 'pointerup', interactionEvent); if (trackingData) { this.triggerEvent(displayObject, 'pointertap', interactionEvent); if (isTouch) { this.triggerEvent(displayObject, 'tap', interactionEvent); // touches are no longer over (if they ever were) when we get the touchend // so we should ensure that we don't keep pretending that they are trackingData.over = false; } } } else if (trackingData) { this.triggerEvent(displayObject, 'pointerupoutside', interactionEvent); if (isTouch) this.triggerEvent(displayObject, 'touchendoutside', interactionEvent); } // Only remove the tracking data if there is no over/down state still associated with it if (trackingData && trackingData.none) { delete displayObject.trackedPointers[id]; } } /** * Is called when the pointer moves across the renderer element * * @private * @param {PointerEvent} originalEvent - The DOM event of a pointer moving */ onPointerMove(originalEvent) { if (!this.isAble()) return; // if we support touch events, then only use those for touch events, not pointer events if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return; const events = this.normalizeToPointerData(originalEvent); if (events[0].pointerType === 'mouse') { this.didMove = true; this.cursor = null; } const eventLen = events.length; for (let i = 0; i < eventLen; i++) { const event = events[i]; const interactionData = this.getInteractionDataForPointerId(event); const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); interactionEvent.data.originalEvent = originalEvent; const interactive = event.pointerType === 'touch' ? this.moveWhenInside : true; this.processInteractive( interactionEvent, this.layer.scene, this.processPointerMove, interactive ); this.emit('pointermove', interactionEvent); if (event.pointerType === 'touch') this.emit('touchmove', interactionEvent); if (event.pointerType === 'mouse' || event.pointerType === 'pen') this.emit('mousemove', interactionEvent); } if (events[0].pointerType === 'mouse') { this.setCursorMode(this.cursor); // TODO BUG for parents interactive object (border order issue) } } /** * Processes the result of the pointer move check and dispatches the event if need be * * @private * @param {InteractionEvent} interactionEvent - The interaction event wrapping the DOM event * @param {Object3D} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ processPointerMove(interactionEvent, displayObject, hit) { const data = interactionEvent.data; const isTouch = data.pointerType === 'touch'; const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); if (isMouse) { this.processPointerOverOut(interactionEvent, displayObject, hit); } if (isTouch && displayObject.started) this.triggerEvent(displayObject, 'touchmove', interactionEvent); if (!this.moveWhenInside || hit) { this.triggerEvent(displayObject, 'pointermove', interactionEvent); if (isMouse) this.triggerEvent(displayObject, 'mousemove', interactionEvent); } } /** * Is called when the pointer is moved out of the renderer element * * @private * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out */ onPointerOut(originalEvent) { if (!this.isAble()) return; // if we support touch events, then only use those for touch events, not pointer events if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return; const events = this.normalizeToPointerData(originalEvent); // Only mouse and pointer can call onPointerOut, so events will always be length 1 const event = events[0]; if (event.pointerType === 'mouse') { this.mouseOverRenderer = false; this.setCursorMode(null); } const interactionData = this.getInteractionDataForPointerId(event); const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); interactionEvent.data.originalEvent = event; this.processInteractive(interactionEvent, this.layer.scene, this.processPointerOverOut, false); this.emit('pointerout', interactionEvent); if (event.pointerType === 'mouse' || event.pointerType === 'pen') { this.emit('mouseout', interactionEvent); } else { // we can get touchleave events after touchend, so we want to make sure we don't // introduce memory leaks this.releaseInteractionDataForPointerId(interactionData.identifier); } } /** * Processes the result of the pointer over/out check and dispatches the event if need be * * @private * @param {InteractionEvent} interactionEvent - The interaction event wrapping the DOM event * @param {Object3D} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ processPo