import { Camera, MOUSE, OrthographicCamera, PerspectiveCamera, Quaternion, Spherical, Vector2, Vector3 } from 'three' import { EventDispatcher } from '../../common/classes/EventDispatcher' const STATE = { NONE: -1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 } const CHANGE_EVENT = { type: 'change' } const START_EVENT = { type: 'start' } const END_EVENT = { type: 'end' } const EPS = 0.000001 /** * @author qiao / https://github.com/qiao * @author mrdoob / http://mrdoob.com * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author erich666 / http://erichaines.com * @author nicolaspanel / http://github.com/nicolaspanel * * This set of controls performs orbiting, dollying (zooming), and panning. * Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default). * Orbit - left mouse / touch: one finger move * Zoom - middle mouse, or mousewheel / touch: two finger spread or squish * Pan - right mouse, or arrow keys / touch: three finger swipe */ export class OrbitControls extends EventDispatcher { object: Camera domElement: HTMLElement | HTMLDocument window: Window // API enabled: boolean target: Vector3 enableZoom: boolean zoomSpeed: number minDistance: number maxDistance: number enableRotate: boolean rotateSpeed: number enablePan: boolean keyPanSpeed: number autoRotate: boolean autoRotateSpeed: number minZoom: number maxZoom: number minPolarAngle: number maxPolarAngle: number minAzimuthAngle: number maxAzimuthAngle: number enableKeys: boolean keys: { LEFT: number; UP: number; RIGHT: number; BOTTOM: number } mouseButtons: { ORBIT: MOUSE; ZOOM: MOUSE; PAN: MOUSE } enableDamping: boolean dampingFactor: number private spherical: Spherical private sphericalDelta: Spherical private scale: number private target0: Vector3 private position0: Vector3 private zoom0: any private state: number private panOffset: Vector3 private zoomChanged: boolean private rotateStart: Vector2 private rotateEnd: Vector2 private rotateDelta: Vector2 private panStart: Vector2 private panEnd: Vector2 private panDelta: Vector2 private dollyStart: Vector2 private dollyEnd: Vector2 private dollyDelta: Vector2 private updateLastPosition: Vector3 private updateOffset: Vector3 private updateQuat: Quaternion private updateLastQuaternion: Quaternion private updateQuatInverse: Quaternion private panLeftV: Vector3 private panUpV: Vector3 private panInternalOffset: Vector3 private onContextMenu: EventListener private onMouseUp: EventListener private onMouseDown: EventListener private onMouseMove: EventListener private onMouseWheel: EventListener private onTouchStart: EventListener private onTouchEnd: EventListener private onTouchMove: EventListener private onKeyDown: EventListener constructor(object: Camera, domElement?: HTMLElement, domWindow?: Window) { super() this.object = object this.domElement = domElement !== undefined ? domElement : document this.window = domWindow !== undefined ? domWindow : window // Set to false to disable this control this.enabled = true // "target" sets the location of focus, where the object orbits around this.target = new Vector3() // How far you can dolly in and out ( PerspectiveCamera only ) this.minDistance = 0 this.maxDistance = Infinity // How far you can zoom in and out ( OrthographicCamera only ) this.minZoom = 0 this.maxZoom = Infinity // How far you can orbit vertically, upper and lower limits. // Range is 0 to Math.PI radians. this.minPolarAngle = 0 // radians this.maxPolarAngle = Math.PI // radians // How far you can orbit horizontally, upper and lower limits. // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ]. this.minAzimuthAngle = -Infinity // radians this.maxAzimuthAngle = Infinity // radians // Set to true to enable damping (inertia) // If damping is enabled, you must call controls.update() in your animation loop this.enableDamping = false this.dampingFactor = 0.25 // This option actually enables dollying in and out; left as "zoom" for backwards compatibility. // Set to false to disable zooming this.enableZoom = true this.zoomSpeed = 1.0 // Set to false to disable rotating this.enableRotate = true this.rotateSpeed = 1.0 // Set to false to disable panning this.enablePan = true this.keyPanSpeed = 7.0 // pixels moved per arrow key push // Set to true to automatically rotate around the target // If auto-rotate is enabled, you must call controls.update() in your animation loop this.autoRotate = false this.autoRotateSpeed = 2.0 // 30 seconds per round when fps is 60 // Set to false to disable use of the keys this.enableKeys = true // The four arrow keys this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 } // Mouse buttons this.mouseButtons = { ORBIT: MOUSE.LEFT, ZOOM: MOUSE.MIDDLE, PAN: MOUSE.RIGHT } // for reset this.target0 = this.target.clone() this.position0 = this.object.position.clone() this.zoom0 = (this.object as any).zoom // for update speedup this.updateOffset = new Vector3() // so camera.up is the orbit axis this.updateQuat = new Quaternion().setFromUnitVectors(object.up, new Vector3(0, 1, 0)) this.updateQuatInverse = this.updateQuat.clone().invert() this.updateLastPosition = new Vector3() this.updateLastQuaternion = new Quaternion() this.state = STATE.NONE this.scale = 1 // current position in spherical coordinates this.spherical = new Spherical() this.sphericalDelta = new Spherical() this.panOffset = new Vector3() this.zoomChanged = false this.rotateStart = new Vector2() this.rotateEnd = new Vector2() this.rotateDelta = new Vector2() this.panStart = new Vector2() this.panEnd = new Vector2() this.panDelta = new Vector2() this.dollyStart = new Vector2() this.dollyEnd = new Vector2() this.dollyDelta = new Vector2() this.panLeftV = new Vector3() this.panUpV = new Vector3() this.panInternalOffset = new Vector3() // event handlers - FSM: listen for events and reset state this.onMouseDown = (event: ThreeEvent) => { if (this.enabled === false) return event.preventDefault() if ((event as any).button === this.mouseButtons.ORBIT) { if (this.enableRotate === false) return this.rotateStart.set(event.clientX, event.clientY) this.state = STATE.ROTATE } else if (event.button === this.mouseButtons.ZOOM) { if (this.enableZoom === false) return this.dollyStart.set(event.clientX, event.clientY) this.state = STATE.DOLLY } else if (event.button === this.mouseButtons.PAN) { if (this.enablePan === false) return this.panStart.set(event.clientX, event.clientY) this.state = STATE.PAN } if (this.state !== STATE.NONE) { document.addEventListener('mousemove', this.onMouseMove, false) document.addEventListener('mouseup', this.onMouseUp, false) this.dispatchEvent(START_EVENT) } } this.onMouseMove = (event: ThreeEvent) => { if (this.enabled === false) return event.preventDefault() if (this.state === STATE.ROTATE) { if (this.enableRotate === false) return this.rotateEnd.set(event.clientX, event.clientY) this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart) const element = this.domElement === document ? this.domElement.body : this.domElement // rotating across whole screen goes 360 degrees around this.rotateLeft(((2 * Math.PI * this.rotateDelta.x) / (element as any).clientWidth) * this.rotateSpeed) // rotating up and down along whole screen attempts to go 360, but limited to 180 this.rotateUp(((2 * Math.PI * this.rotateDelta.y) / (element as any).clientHeight) * this.rotateSpeed) this.rotateStart.copy(this.rotateEnd) this.update() } else if (this.state === STATE.DOLLY) { if (this.enableZoom === false) return this.dollyEnd.set(event.clientX, event.clientY) this.dollyDelta.subVectors(this.dollyEnd, this.dollyStart) if (this.dollyDelta.y > 0) { this.dollyIn(this.getZoomScale()) } else if (this.dollyDelta.y < 0) { this.dollyOut(this.getZoomScale()) } this.dollyStart.copy(this.dollyEnd) this.update() } else if (this.state === STATE.PAN) { if (this.enablePan === false) return this.panEnd.set(event.clientX, event.clientY) this.panDelta.subVectors(this.panEnd, this.panStart) this.pan(this.panDelta.x, this.panDelta.y) this.panStart.copy(this.panEnd) this.update() } } this.onMouseUp = (event: ThreeEvent) => { if (this.enabled === false) return document.removeEventListener('mousemove', this.onMouseMove, false) document.removeEventListener('mouseup', this.onMouseUp, false) this.dispatchEvent(END_EVENT) this.state = STATE.NONE } this.onMouseWheel = (event: ThreeEvent) => { if ( this.enabled === false || this.enableZoom === false || (this.state !== STATE.NONE && this.state !== STATE.ROTATE) ) return event.preventDefault() event.stopPropagation() if (event.deltaY < 0) { this.dollyOut(this.getZoomScale()) } else if (event.deltaY > 0) { this.dollyIn(this.getZoomScale()) } this.update() this.dispatchEvent(START_EVENT) // not sure why these are here... this.dispatchEvent(END_EVENT) } this.onKeyDown = (event: ThreeEvent) => { if (this.enabled === false || this.enableKeys === false || this.enablePan === false) return switch (event.keyCode) { case this.keys.UP: { this.pan(0, this.keyPanSpeed) this.update() } break case this.keys.BOTTOM: { this.pan(0, -this.keyPanSpeed) this.update() } break case this.keys.LEFT: { this.pan(this.keyPanSpeed, 0) this.update() } break case this.keys.RIGHT: { this.pan(-this.keyPanSpeed, 0) this.update() } break } } this.onTouchStart = (event: ThreeEvent) => { if (this.enabled === false) return switch (event.touches.length) { // one-fingered touch: rotate case 1: { if (this.enableRotate === false) return this.rotateStart.set(event.touches[0].pageX, event.touches[0].pageY) this.state = STATE.TOUCH_ROTATE } break // two-fingered touch: dolly case 2: { if (this.enableZoom === false) return const dx = event.touches[0].pageX - event.touches[1].pageX const dy = event.touches[0].pageY - event.touches[1].pageY const distance = Math.sqrt(dx * dx + dy * dy) this.dollyStart.set(0, distance) this.state = STATE.TOUCH_DOLLY } break // three-fingered touch: pan case 3: { if (this.enablePan === false) return this.panStart.set(event.touches[0].pageX, event.touches[0].pageY) this.state = STATE.TOUCH_PAN } break default: { this.state = STATE.NONE } } if (this.state !== STATE.NONE) { this.dispatchEvent(START_EVENT) } } this.onTouchMove = (event: ThreeEvent) => { if (this.enabled === false) return event.preventDefault() event.stopPropagation() switch (event.touches.length) { // one-fingered touch: rotate case 1: { if (this.enableRotate === false) return if (this.state !== STATE.TOUCH_ROTATE) return // is this needed?... this.rotateEnd.set(event.touches[0].pageX, event.touches[0].pageY) this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart) const element = this.domElement === document ? this.domElement.body : this.domElement // rotating across whole screen goes 360 degrees around this.rotateLeft(((2 * Math.PI * this.rotateDelta.x) / (element as any).clientWidth) * this.rotateSpeed) // rotating up and down along whole screen attempts to go 360, but limited to 180 this.rotateUp(((2 * Math.PI * this.rotateDelta.y) / (element as any).clientHeight) * this.rotateSpeed) this.rotateStart.copy(this.rotateEnd) this.update() } break // two-fingered touch: dolly case 2: { if (this.enableZoom === false) return if (this.state !== STATE.TOUCH_DOLLY) return // is this needed?... //console.log( 'handleTouchMoveDolly' ); const dx = event.touches[0].pageX - event.touches[1].pageX const dy = event.touches[0].pageY - event.touches[1].pageY const distance = Math.sqrt(dx * dx + dy * dy) this.dollyEnd.set(0, distance) this.dollyDelta.subVectors(this.dollyEnd, this.dollyStart) if (this.dollyDelta.y > 0) { this.dollyOut(this.getZoomScale()) } else if (this.dollyDelta.y < 0) { this.dollyIn(this.getZoomScale()) } this.dollyStart.copy(this.dollyEnd) this.update() } break // three-fingered touch: pan case 3: { if (this.enablePan === false) return if (this.state !== STATE.TOUCH_PAN) return // is this needed?... this.panEnd.set(event.touches[0].pageX, event.touches[0].pageY) this.panDelta.subVectors(this.panEnd, this.panStart) this.pan(this.panDelta.x, this.panDelta.y) this.panStart.copy(this.panEnd) this.update() } break default: { this.state = STATE.NONE } } } this.onTouchEnd = (event: Event) => { if (this.enabled === false) return this.dispatchEvent(END_EVENT) this.state = STATE.NONE } this.onContextMenu = (event) => { event.preventDefault() } this.domElement.addEventListener('contextmenu', this.onContextMenu, false) this.domElement.addEventListener('mousedown', this.onMouseDown, false) this.domElement.addEventListener('wheel', this.onMouseWheel, false) this.domElement.addEventListener('touchstart', this.onTouchStart, false) this.domElement.addEventListener('touchend', this.onTouchEnd, false) this.domElement.addEventListener('touchmove', this.onTouchMove, false) this.window.addEventListener('keydown', this.onKeyDown, false) // force an update at start this.update() } update() { const position = this.object.position this.updateOffset.copy(position).sub(this.target) // rotate offset to "y-axis-is-up" space this.updateOffset.applyQuaternion(this.updateQuat) // angle from z-axis around y-axis this.spherical.setFromVector3(this.updateOffset) if (this.autoRotate && this.state === STATE.NONE) { this.rotateLeft(this.getAutoRotationAngle()) } ;(this.spherical as any).theta += (this.sphericalDelta as any).theta ;(this.spherical as any).phi += (this.sphericalDelta as any).phi // restrict theta to be between desired limits ;(this.spherical as any as any).theta = Math.max( this.minAzimuthAngle, Math.min(this.maxAzimuthAngle, (this.spherical as any).theta) ) // restrict phi to be between desired limits ;(this.spherical as any).phi = Math.max( this.minPolarAngle, Math.min(this.maxPolarAngle, (this.spherical as any).phi) ) this.spherical.makeSafe() ;(this.spherical as any).radius *= this.scale // restrict radius to be between desired limits ;(this.spherical as any).radius = Math.max( this.minDistance, Math.min(this.maxDistance, (this.spherical as any).radius) ) // move target to panned location this.target.add(this.panOffset) this.updateOffset.setFromSpherical(this.spherical) // rotate offset back to "camera-up-vector-is-up" space this.updateOffset.applyQuaternion(this.updateQuatInverse) position.copy(this.target).add(this.updateOffset) this.object.lookAt(this.target) if (this.enableDamping === true) { ;(this.sphericalDelta as any).theta *= 1 - this.dampingFactor ;(this.sphericalDelta as any).phi *= 1 - this.dampingFactor } else { this.sphericalDelta.set(0, 0, 0) } this.scale = 1 this.panOffset.set(0, 0, 0) // update condition is: // min(camera displacement, camera rotation in radians)^2 > EPS // using small-angle approximation cos(x/2) = 1 - x^2 / 8 if ( this.zoomChanged || this.updateLastPosition.distanceToSquared(this.object.position) > EPS || 8 * (1 - this.updateLastQuaternion.dot(this.object.quaternion)) > EPS ) { this.dispatchEvent(CHANGE_EVENT) this.updateLastPosition.copy(this.object.position) this.updateLastQuaternion.copy(this.object.quaternion) this.zoomChanged = false return true } return false } panLeft(distance: number, objectMatrix) { this.panLeftV.setFromMatrixColumn(objectMatrix, 0) // get X column of objectMatrix this.panLeftV.multiplyScalar(-distance) this.panOffset.add(this.panLeftV) } panUp(distance: number, objectMatrix) { this.panUpV.setFromMatrixColumn(objectMatrix, 1) // get Y column of objectMatrix this.panUpV.multiplyScalar(distance) this.panOffset.add(this.panUpV) } // deltaX and deltaY are in pixels; right and down are positive pan(deltaX: number, deltaY: number) { const element = this.domElement === document ? this.domElement.body : this.domElement if (this._checkPerspectiveCamera(this.object)) { // perspective const position = this.object.position this.panInternalOffset.copy(position).sub(this.target) let targetDistance = this.panInternalOffset.length() // half of the fov is center to top of screen targetDistance *= Math.tan(((this.object.fov / 2) * Math.PI) / 180.0) // we actually don't use screenWidth, since perspective camera is fixed to screen height this.panLeft((2 * deltaX * targetDistance) / (element as any).clientHeight, this.object.matrix) this.panUp((2 * deltaY * targetDistance) / (element as any).clientHeight, this.object.matrix) } else if (this._checkOrthographicCamera(this.object)) { // orthographic this.panLeft( (deltaX * ((this.object as any).right - (this.object as any).left)) / (this.object as any).zoom / (element as any).clientWidth, (this.object as any).matrix ) this.panUp( (deltaY * ((this.object as any).top - (this.object as any).bottom)) / (this.object as any).zoom / (element as any).clientHeight, (this.object as any).matrix ) } else { // camera neither orthographic nor perspective console.warn('WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.') this.enablePan = false } } dollyIn(dollyScale) { if (this._checkPerspectiveCamera(this.object)) { this.scale /= dollyScale } else if (this._checkOrthographicCamera(this.object)) { ;(this.object as any).zoom = Math.max( this.minZoom, Math.min(this.maxZoom, (this.object as any).zoom * dollyScale) ) ;(this.object as any).updateProjectionMatrix() this.zoomChanged = true } else { console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.') this.enableZoom = false } } dollyOut(dollyScale) { if (this._checkPerspectiveCamera(this.object)) { this.scale *= dollyScale } else if (this._checkOrthographicCamera(this.object)) { ;(this.object as any).zoom = Math.max( this.minZoom, Math.min(this.maxZoom, (this.object as any).zoom / dollyScale) ) ;(this.object as any).updateProjectionMatrix() this.zoomChanged = true } else { console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.') this.enableZoom = false } } getAutoRotationAngle() { return ((2 * Math.PI) / 60 / 60) * this.autoRotateSpeed } getZoomScale() { return Math.pow(0.95, this.zoomSpeed) } rotateLeft(angle: number) { ;(this.sphericalDelta as any).theta -= angle } rotateUp(angle: number) { ;(this.sphericalDelta as any).phi -= angle } getPolarAngle(): number { return (this.spherical as any).phi } getAzimuthalAngle(): number { return (this.spherical as any).theta } dispose(): void { this.domElement.removeEventListener('contextmenu', this.onContextMenu, false) this.domElement.removeEventListener('mousedown', this.onMouseDown, false) this.domElement.removeEventListener('wheel', this.onMouseWheel, false) this.domElement.removeEventListener('touchstart', this.onTouchStart, false) this.domElement.removeEventListener('touchend', this.onTouchEnd, false) this.domElement.removeEventListener('touchmove', this.onTouchMove, false) document.removeEventListener('mousemove', this.onMouseMove, false) document.removeEventListener('mouseup', this.onMouseUp, false) this.window.removeEventListener('keydown', this.onKeyDown, false) //this.dispatchEvent( { type: 'dispose' } ); // should this be added here? } reset(): void { this.target.copy(this.target0) this.object.position.copy(this.position0) ;(this.object as any).zoom = this.zoom0 ;(this.object as any).updateProjectionMatrix() this.dispatchEvent(CHANGE_EVENT) this.update() this.state = STATE.NONE } saveState(): void { this.target0.copy(this.target) this.position0.copy(this.object.position) // Check whether the camera has zoom property if (this._checkOrthographicCamera(this.object) || this._checkPerspectiveCamera(this.object)) { this.zoom0 = this.object.zoom } } // backward compatibility get center(): Vector3 { console.warn('OrbitControls: .center has been renamed to .target') return this.target } get noZoom(): boolean { console.warn('OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.') return !this.enableZoom } set noZoom(value: boolean) { console.warn('OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.') this.enableZoom = !value } /** * TS typeguard. Checks whether the provided camera is PerspectiveCamera. * If the check passes (returns true) the passed camera will have the type PerspectiveCamera in the if branch where the check was performed. * @param camera Object to be checked. */ private _checkPerspectiveCamera(camera: Camera): camera is PerspectiveCamera { return (camera as PerspectiveCamera).isPerspectiveCamera } /** * TS typeguard. Checks whether the provided camera is OrthographicCamera. * If the check passes (returns true) the passed camera will have the type OrthographicCamera in the if branch where the check was performed. * @param camera Object to be checked. */ private _checkOrthographicCamera(camera: Camera): camera is OrthographicCamera { return (camera as OrthographicCamera).isOrthographicCamera } } interface ThreeEvent extends Event { clientX: number clientY: number deltaY: number button: MOUSE touches: Array keyCode: number }