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MX.OrbitCameraMobile = 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,
wheelEase: 10,
})
var rx, ry, radius, px, py, epsilon = 1e-10
var rotationSum = 0
var rotationMedian = 0
var orientationMax = 0
var samples = 0
var sampleThreshold = 20
var lastAlpha
exports.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.orientationchange()
}
exports.toggle = function(state){
if (state) exports.bind()
else exports.unbind()
}
exports.bind = function(){
if (bound) return;
bound = true
opt.el.addEventListener("touchstart", touch(down))
window.addEventListener("touchmove", touch(move))
window.addEventListener("touchend", touch(up))
window.addEventListener('orientationchange', exports.orientationchange)
window.addEventListener("devicemotion", exports.devicemotion)
window.addEventListener("deviceorientation", exports.deviceorientation)
exports.wheel.unlock()
}
exports.unbind = function(){
if (! bound) return;
bound = false
exports.wheel.lock()
}
function cancelable (fn) {
return function(e){
e.preventDefault()
fn(e)
}
}
function touch (fn){
return function(e){
fn(e.touches[0])
}
}
function down (e) {
px = e.pageX
py = e.pageY
exports.dragging = true
}
function move (e) {
if (! exports.dragging) return
exports.delta(px- e.pageX, py - e.pageY)
px = e.pageX
py = e.pageY
}
function up (e) {
exports.dragging = false
}
exports.orientationchange = function(e){
is_portrait = window.innerWidth < window.innerHeight
if (is_portrait) {
lastAlpha = 0
}
}
exports.devicemotion = function(e) {
if (! is_portrait) return;
var rotationBeta = e.rotationRate.alpha; // weird!
rotationSum += rotationBeta;
samples += 1;
}
exports.deviceorientation = function (e) {
if (! lastAlpha) { lastAlpha = e.alpha }
is_portrait ? exports.portraitorientation(e) : exports.landscapeorientation(e)
}
exports.portraitorientation = function(e) {
// compass gives most accurate orientation in portrait mode
var alpha, dx = 0, dy = 0
if (e.webkitCompassHeading) {
alpha = 180 - e.webkitCompassHeading;
}
else {
alpha = 180 - e.alpha;
}
// android rotates in reverse
if (is_android) {
alpha = 360 - alpha
}
// use rotationRate to gauge if we've tilted the screen past vertical
// for looking at ceiling
if (e.beta > orientationMax) {
orientationMax = e.beta
rotationMedian = rotationSum
}
// this number was only going to 83 max.. not 90.. weird
var beta = e.beta + 7;
// if we've got enough motion data, we should be able to determine
// if we've tilted backwards. otherwise, lock to the horizon.
if (! is_android && samples > sampleThreshold) {
dx = rotationSum > rotationMedian ? e.beta - 90 : 90 - e.beta
}
else {
dx = 0
}
// avoid jumping around in a circle
if (Math.abs(alpha - lastAlpha) < 100 || Math.abs(alpha - lastAlpha) > 300) {
dy = alpha - lastAlpha
lastAlpha = alpha
}
// avoid jumping around in a circle #2
if (dy > 300) {
dy -= 360
} else if (dy < -300) {
dy += 360
}
opt.rotationX = MX.toRad(dx * -5)
opt.rotationY += MX.toRad(dy * 10)
}
exports.landscapeorientation = function (e) {
var dx, dy
dx = e.gamma > 0 ? 90 - e.gamma : 90 + e.gamma
dy = e.alpha - lastAlpha
lastAlpha = e.alpha
// avoid the sudden jump from 0 to -360
if (dy > 300) {
dy -= 360
}
else if (dy < -300) {
dy += 360
}
opt.rotationX = dx > 45 ? 0 : MX.toRad(dx)
opt.rotationY += MX.toRad(dy)
}
exports.delta = function(x,y){
opt.rotationY += x/window.innerWidth * opt.sensitivity
opt.rotationX = opt.rotationX + y/window.innerHeight * opt.sensitivity
}
exports.move = function(y, x){
opt.rotationY = y
if (typeof x == "number") { opt.rotationX = x }
}
exports.zoom = function(r){
opt.radius = r
}
exports.setZoom = function(r){
radius = opt.radius = r
}
exports.zoomPercent = function(n){
opt.radius = lerp(n, opt.radiusRange[0], opt.radiusRange[1])
}
exports.zoomDelta = function(r){
opt.radius += r
}
exports.pause = function(){
var sy = sign(opt.rotationY-ry)
var sx = sign(opt.rotationX-rx)
opt.rotationY = ry + sy * 0.1
opt.rotationX = rx + sx * 0.1
}
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.wheelEase)
}
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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