MX.OrbitCamera = function(opt){ var exports = {}, bound = false exports.opt = opt = defaults(opt, { el: window, // object to bind events on camera: scene.camera, // camera object we'll be moving radius: 100, radiusRange: [ 10, 1000 ], rotationX: PI/2, rotationY: 0, center: { x: 0, y: 0, z: 0 }, sensitivity: 10, // moving 1 pixel is like moving N radians wheelSensitivity: 10, ease: 10, }) var rx, ry, radius, px, py, epsilon = 1e-10, dragging = false exports.init = function(){ ry = opt.rotationY rx = opt.rotationX radius = opt.radius exports.wheel = new wheel({ el: opt.el, update: function(e, delta){ opt.radius = clamp( opt.radius + delta * opt.wheelSensitivity, opt.radiusRange[0], opt.radiusRange[1] ) }, }) exports.bind() } exports.toggle = function(state){ if (state) exports.bind() else exports.unbind() } exports.bind = function(){ if (bound) return; bound = true opt.el.addEventListener("mousedown", down) window.addEventListener("mousemove", move) window.addEventListener("mouseup", up) exports.wheel.unlock() } exports.unbind = function(){ if (! bound) return; bound = false opt.el.removeEventListener("mousedown", down) window.removeEventListener("mousemove", move) window.removeEventListener("mouseup", up) exports.wheel.lock() } function down (e) { px = e.pageX py = e.pageY dragging = true } function move (e) { if (! dragging) return exports.delta(px- e.pageX, py - e.pageY) px = e.pageX py = e.pageY } function up (e) { dragging = false } exports.delta = function(x,y){ opt.rotationY += x/window.innerWidth * opt.sensitivity opt.rotationX = clamp( opt.rotationX + y/window.innerHeight * opt.sensitivity, 0, PI) } exports.zoom = function(r){ opt.radius = r } exports.zoomDelta = function(r){ opt.radius += r } exports.move = function(y, x){ opt.rotationY = y if (typeof x == "number") { opt.rotationX = x } } exports.update = function(){ if (abs(ry - opt.rotationY) > epsilon) { ry = avg(ry, opt.rotationY, opt.ease) } else { ry = opt.rotationY } if (abs(rx - opt.rotationX) > epsilon) { rx = avg(rx, opt.rotationX, opt.ease) } else { rx = opt.rotationX } if (abs(radius - opt.radius) > epsilon) { radius = avg(radius, opt.radius, opt.ease) } else { radius = opt.radius } opt.camera.x = opt.center.x + radius * sin(rx) * cos(ry) opt.camera.z = opt.center.y + radius * sin(rx) * sin(ry) opt.camera.y = opt.center.z + radius * cos(rx) opt.camera.rotationX = PI/2 - rx opt.camera.rotationY = ry + PI/2 } return exports }