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/**
* @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 ScieCode / http://github.com/sciecode
*/
// 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 left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move
THREE.OrbitControls = function ( object, domElement ) {
if ( domElement === undefined ) console.warn( 'THREE.OrbitControls: The second parameter "domElement" is now mandatory.' );
if ( domElement === document ) console.error( 'THREE.OrbitControls: "document" should not be used as the target "domElement". Please use "renderer.domElement" instead.' );
this.object = object;
this.domElement = domElement;
// Set to false to disable this control
this.enabled = true;
// "target" sets the location of focus, where the object orbits around
this.target = new THREE.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 = 0.05;
// 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.panSpeed = 1.0;
this.screenSpacePanning = false; // if true, pan in screen-space
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 = { LEFT: THREE.MOUSE.ROTATE, MIDDLE: THREE.MOUSE.DOLLY, RIGHT: THREE.MOUSE.PAN };
// Touch fingers
this.touches = { ONE: THREE.TOUCH.ROTATE, TWO: THREE.TOUCH.DOLLY_PAN };
// for reset
this.target0 = this.target.clone();
this.position0 = this.object.position.clone();
this.zoom0 = this.object.zoom;
//
// public methods
//
this.getPolarAngle = function () {
return spherical.phi;
};
this.getAzimuthalAngle = function () {
return spherical.theta;
};
this.saveState = function () {
scope.target0.copy( scope.target );
scope.position0.copy( scope.object.position );
scope.zoom0 = scope.object.zoom;
};
this.reset = function () {
scope.target.copy( scope.target0 );
scope.object.position.copy( scope.position0 );
scope.object.zoom = scope.zoom0;
scope.object.updateProjectionMatrix();
scope.dispatchEvent( changeEvent );
scope.update();
state = STATE.NONE;
};
// this method is exposed, but perhaps it would be better if we can make it private...
this.update = function () {
var offset = new THREE.Vector3();
// so camera.up is the orbit axis
var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
var quatInverse = quat.clone().inverse();
var lastPosition = new THREE.Vector3();
var lastQuaternion = new THREE.Quaternion();
return function update() {
var position = scope.object.position;
offset.copy( position ).sub( scope.target );
// rotate offset to "y-axis-is-up" space
offset.applyQuaternion( quat );
// angle from z-axis around y-axis
spherical.setFromVector3( offset );
if ( scope.autoRotate && state === STATE.NONE ) {
rotateLeft( getAutoRotationAngle() );
}
if ( scope.enableDamping ) {
spherical.theta += sphericalDelta.theta * scope.dampingFactor;
spherical.phi += sphericalDelta.phi * scope.dampingFactor;
} else {
spherical.theta += sphericalDelta.theta;
spherical.phi += sphericalDelta.phi;
}
// restrict theta to be between desired limits
spherical.theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, spherical.theta ) );
// restrict phi to be between desired limits
spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );
spherical.makeSafe();
spherical.radius *= scale;
// restrict radius to be between desired limits
spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );
// move target to panned location
if ( scope.enableDamping === true ) {
scope.target.addScaledVector( panOffset, scope.dampingFactor );
} else {
scope.target.add( panOffset );
}
offset.setFromSpherical( spherical );
// rotate offset back to "camera-up-vector-is-up" space
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