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path: root/site/public/assets/javascripts/mx/extensions/mx.unclampedOrbitCameraMobile.js
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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
}