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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
}
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