I'm using OrbitControls.js to allow mouse interaction. I'm adding a button into the scene that allows to "reset" the camera to it's state where it was before any mouse interactions.
I have tried to save camera.position and camera.rotation before any interactions:
camera_initial_position = camera.position;
camera_initial_rotation = camera.rotation;
And after the "reset" button is pressed, the initial position and rotation is set:
camera.position = camera_initial_position;
camera.rotation = camera_initial_rotation;
It works well if pan is not used. If user pans using mouse right button, then the above code cannot "reset" camera.
What is the right method to "reset" the camera to its previous state?
Revision of three.js is r58 and this is the OrbitControls.js:
/**
* #author qiao / https://github.com/qiao
* #author mrdoob / http://mrdoob.com
* #author alteredq / http://alteredqualia.com/
* #author WestLangley / http://github.com/WestLangley
*/
THREE.OrbitControls = function ( object, domElement ) {
this.object = object;
this.domElement = ( domElement !== undefined ) ? domElement : document;
// API
this.enabled = true;
this.center = new THREE.Vector3();
this.userZoom = true;
this.userZoomSpeed = 1.0;
this.userRotate = true;
this.userRotateSpeed = 1.0;
this.userPan = true;
this.userPanSpeed = 2.0;
this.autoRotate = false;
this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
this.minPolarAngle = 0; // radians
this.maxPolarAngle = Math.PI; // radians
this.minDistance = 0;
this.maxDistance = Infinity;
this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
// internals
var scope = this;
var EPS = 0.000001;
var PIXELS_PER_ROUND = 1800;
var rotateStart = new THREE.Vector2();
var rotateEnd = new THREE.Vector2();
var rotateDelta = new THREE.Vector2();
var zoomStart = new THREE.Vector2();
var zoomEnd = new THREE.Vector2();
var zoomDelta = new THREE.Vector2();
var phiDelta = 0;
var thetaDelta = 0;
var scale = 1;
var lastPosition = new THREE.Vector3();
var STATE = { NONE: -1, ROTATE: 0, ZOOM: 1, PAN: 2 };
var state = STATE.NONE;
// events
var changeEvent = { type: 'change' };
this.rotateLeft = function ( angle ) {
if ( angle === undefined ) {
angle = getAutoRotationAngle();
}
thetaDelta -= angle;
};
this.rotateRight = function ( angle ) {
if ( angle === undefined ) {
angle = getAutoRotationAngle();
}
thetaDelta += angle;
};
this.rotateUp = function ( angle ) {
if ( angle === undefined ) {
angle = getAutoRotationAngle();
}
phiDelta -= angle;
};
this.rotateDown = function ( angle ) {
if ( angle === undefined ) {
angle = getAutoRotationAngle();
}
phiDelta += angle;
};
this.zoomIn = function ( zoomScale ) {
if ( zoomScale === undefined ) {
zoomScale = getZoomScale();
}
scale /= zoomScale;
};
this.zoomOut = function ( zoomScale ) {
if ( zoomScale === undefined ) {
zoomScale = getZoomScale();
}
scale *= zoomScale;
};
this.pan = function ( distance ) {
distance.transformDirection( this.object.matrix );
distance.multiplyScalar( scope.userPanSpeed );
this.object.position.add( distance );
this.center.add( distance );
};
this.update = function () {
var position = this.object.position;
var offset = position.clone().sub( this.center );
// angle from z-axis around y-axis
var theta = Math.atan2( offset.x, offset.z );
// angle from y-axis
var phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );
if ( this.autoRotate ) {
this.rotateLeft( getAutoRotationAngle() );
}
theta += thetaDelta;
phi += phiDelta;
// restrict phi to be between desired limits
phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) );
// restrict phi to be betwee EPS and PI-EPS
phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );
var radius = offset.length() * scale;
// restrict radius to be between desired limits
radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );
offset.x = radius * Math.sin( phi ) * Math.sin( theta );
offset.y = radius * Math.cos( phi );
offset.z = radius * Math.sin( phi ) * Math.cos( theta );
position.copy( this.center ).add( offset );
this.object.lookAt( this.center );
thetaDelta = 0;
phiDelta = 0;
scale = 1;
if ( lastPosition.distanceTo( this.object.position ) > 0 ) {
this.dispatchEvent( changeEvent );
lastPosition.copy( this.object.position );
}
};
function getAutoRotationAngle() {
return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
}
function getZoomScale() {
return Math.pow( 0.95, scope.userZoomSpeed );
}
function onMouseDown( event ) {
if ( scope.enabled === false ) return;
if ( scope.userRotate === false ) return;
event.preventDefault();
if ( event.button === 0 ) {
state = STATE.ROTATE;
rotateStart.set( event.clientX, event.clientY );
} else if ( event.button === 1 ) {
state = STATE.ZOOM;
zoomStart.set( event.clientX, event.clientY );
} else if ( event.button === 2 ) {
state = STATE.PAN;
}
document.addEventListener( 'mousemove', onMouseMove, false );
document.addEventListener( 'mouseup', onMouseUp, false );
}
function onMouseMove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
if ( state === STATE.ROTATE ) {
rotateEnd.set( event.clientX, event.clientY );
rotateDelta.subVectors( rotateEnd, rotateStart );
scope.rotateLeft( 2 * Math.PI * rotateDelta.x / PIXELS_PER_ROUND * scope.userRotateSpeed );
scope.rotateUp( 2 * Math.PI * rotateDelta.y / PIXELS_PER_ROUND * scope.userRotateSpeed );
rotateStart.copy( rotateEnd );
} else if ( state === STATE.ZOOM ) {
zoomEnd.set( event.clientX, event.clientY );
zoomDelta.subVectors( zoomEnd, zoomStart );
if ( zoomDelta.y > 0 ) {
scope.zoomIn();
} else {
scope.zoomOut();
}
zoomStart.copy( zoomEnd );
} else if ( state === STATE.PAN ) {
var movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
var movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
scope.pan( new THREE.Vector3( - movementX, movementY, 0 ) );
}
}
function onMouseUp( event ) {
if ( scope.enabled === false ) return;
if ( scope.userRotate === false ) return;
document.removeEventListener( 'mousemove', onMouseMove, false );
document.removeEventListener( 'mouseup', onMouseUp, false );
state = STATE.NONE;
}
function onMouseWheel( event ) {
if ( scope.enabled === false ) return;
if ( scope.userZoom === false ) return;
var delta = 0;
if ( event.wheelDelta ) { // WebKit / Opera / Explorer 9
delta = event.wheelDelta;
} else if ( event.detail ) { // Firefox
delta = - event.detail;
}
if ( delta > 0 ) {
scope.zoomOut();
} else {
scope.zoomIn();
}
}
function onKeyDown( event ) {
if ( scope.enabled === false ) return;
if ( scope.userPan === false ) return;
switch ( event.keyCode ) {
case scope.keys.UP:
scope.pan( new THREE.Vector3( 0, 1, 0 ) );
break;
case scope.keys.BOTTOM:
scope.pan( new THREE.Vector3( 0, - 1, 0 ) );
break;
case scope.keys.LEFT:
scope.pan( new THREE.Vector3( - 1, 0, 0 ) );
break;
case scope.keys.RIGHT:
scope.pan( new THREE.Vector3( 1, 0, 0 ) );
break;
}
}
this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
this.domElement.addEventListener( 'mousedown', onMouseDown, false );
this.domElement.addEventListener( 'mousewheel', onMouseWheel, false );
this.domElement.addEventListener( 'DOMMouseScroll', onMouseWheel, false ); // firefox
this.domElement.addEventListener( 'keydown', onKeyDown, false );
};
THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
You can reset the camera when using OrbitControls like so:
controls.reset();
three.js r.71
Pan operation is updating vector called this.center , you need to reset it to see pan method ,
this.center.add( distance );
set this method to:
this.resetCamera = function ( ) {
this.object.position.x= camera_initial_position.xPosition;
this.object.position.y = camera_initial_position.yPosition;
this.object.position.z = camera_initial_position.zPosition;
this.center.x= camera_initial_target.x;
this.center.y= camera_initial_target.y;
this.center.z= camera_initial_target.z;
};
and then the update method will keep the camera looking at the center vector.
ah.adel is correct Pan operation will update the center of the camera controller. Therefore if you need to reset/restore the camera to a predefined camera, you need to set camera controller center also.
Following code is a simple code to store camera position, rotation and control center
var camToSave = {};
camToSave.position = camera.position.clone();
camToSave.rotation = camera.rotation.clone();
camToSave.controlCenter = controls.target.clone();
Use this function to restore camera later.
function restoreCamera(position, rotation, controlCenter){
camera.position.set(position.x, position.y, position.z);
camera.rotation.set(rotation.x, rotation.y, rotation.z);
controls.target.set(controlCenter.x, controlCenter.y, controlCenter.z);
controls.update();
render();
}
Call restoreCamera function to restore saved camera.
restoreCamera(camToSave.position, camToSave.rotation, camToSave.controlCenter);
Hope this will help to anyone who having this problem
Related
I was making a sphere that can be moved by a mouse using three.js but the output is just a black screen as shown.
The code I used is:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r79/three.min.js"></script>
<script>
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.set( 0, 0, 50 );
camera.lookAt( 0, 0, 0 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.SphereGeometry( 15, 32, 16 );
const texture = new THREE.TextureLoader().load( 'https://i.imgur.com/kFoWvzw.jpg' );
const material = new THREE.MeshBasicMaterial( { map: texture } );
const sphere = new THREE.Mesh( geometry, material );
const controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.update();
scene.add( sphere );
function animate()
{
requestAnimationFrame( animate );
sphere.rotation.x += 0.01;
sphere.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
</script>
</body>
</html>
The OrbitControls.js I used to supposedly move the Sphere looked like this: The code itself has no problems because it came straight from the three.js documentation.
( function () {
// 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
const _changeEvent = {
type: 'change'
};
const _startEvent = {
type: 'start'
};
const _endEvent = {
type: 'end'
};
class OrbitControls extends THREE.EventDispatcher {
constructor( object, domElement ) {
super();
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;
this.domElement.style.touchAction = 'none'; // disable touch scroll
// 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, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 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 = true; // if false, pan orthogonal to world-space direction camera.up
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 orbit when fps is 60
// The four arrow keys
this.keys = {
LEFT: 'ArrowLeft',
UP: 'ArrowUp',
RIGHT: 'ArrowRight',
BOTTOM: 'ArrowDown'
}; // 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; // the target DOM element for key events
this._domElementKeyEvents = null; //
// public methods
//
this.getPolarAngle = function () {
return spherical.phi;
};
this.getAzimuthalAngle = function () {
return spherical.theta;
};
this.getDistance = function () {
return this.object.position.distanceTo( this.target );
};
this.listenToKeyEvents = function ( domElement ) {
domElement.addEventListener( 'keydown', onKeyDown );
this._domElementKeyEvents = domElement;
};
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 () {
const offset = new THREE.Vector3(); // so camera.up is the orbit axis
const quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
const quatInverse = quat.clone().invert();
const lastPosition = new THREE.Vector3();
const lastQuaternion = new THREE.Quaternion();
const twoPI = 2 * Math.PI;
return function update() {
const 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
let min = scope.minAzimuthAngle;
let max = scope.maxAzimuthAngle;
if ( isFinite( min ) && isFinite( max ) ) {
if ( min < - Math.PI ) min += twoPI; else if ( min > Math.PI ) min -= twoPI;
if ( max < - Math.PI ) max += twoPI; else if ( max > Math.PI ) max -= twoPI;
if ( min <= max ) {
spherical.theta = Math.max( min, Math.min( max, spherical.theta ) );
} else {
spherical.theta = spherical.theta > ( min + max ) / 2 ? Math.max( min, spherical.theta ) : Math.min( max, 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
offset.applyQuaternion( quatInverse );
position.copy( scope.target ).add( offset );
scope.object.lookAt( scope.target );
if ( scope.enableDamping === true ) {
sphericalDelta.theta *= 1 - scope.dampingFactor;
sphericalDelta.phi *= 1 - scope.dampingFactor;
panOffset.multiplyScalar( 1 - scope.dampingFactor );
} else {
sphericalDelta.set( 0, 0, 0 );
panOffset.set( 0, 0, 0 );
}
scale = 1; // update condition is:
// min(camera displacement, camera rotation in radians)^2 > EPS
// using small-angle approximation cos(x/2) = 1 - x^2 / 8
if ( zoomChanged || lastPosition.distanceToSquared( scope.object.position ) > EPS || 8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {
scope.dispatchEvent( _changeEvent );
lastPosition.copy( scope.object.position );
lastQuaternion.copy( scope.object.quaternion );
zoomChanged = false;
return true;
}
return false;
};
}();
this.dispose = function () {
scope.domElement.removeEventListener( 'contextmenu', onContextMenu );
scope.domElement.removeEventListener( 'pointerdown', onPointerDown );
scope.domElement.removeEventListener( 'pointercancel', onPointerCancel );
scope.domElement.removeEventListener( 'wheel', onMouseWheel );
scope.domElement.removeEventListener( 'pointermove', onPointerMove );
scope.domElement.removeEventListener( 'pointerup', onPointerUp );
if ( scope._domElementKeyEvents !== null ) {
scope._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );
} //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
}; //
// internals
//
const scope = this;
const STATE = {
NONE: - 1,
ROTATE: 0,
DOLLY: 1,
PAN: 2,
TOUCH_ROTATE: 3,
TOUCH_PAN: 4,
TOUCH_DOLLY_PAN: 5,
TOUCH_DOLLY_ROTATE: 6
};
let state = STATE.NONE;
const EPS = 0.000001; // current position in spherical coordinates
const spherical = new THREE.Spherical();
const sphericalDelta = new THREE.Spherical();
let scale = 1;
const panOffset = new THREE.Vector3();
let zoomChanged = false;
const rotateStart = new THREE.Vector2();
const rotateEnd = new THREE.Vector2();
const rotateDelta = new THREE.Vector2();
const panStart = new THREE.Vector2();
const panEnd = new THREE.Vector2();
const panDelta = new THREE.Vector2();
const dollyStart = new THREE.Vector2();
const dollyEnd = new THREE.Vector2();
const dollyDelta = new THREE.Vector2();
const pointers = [];
const pointerPositions = {};
function getAutoRotationAngle() {
return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
}
function getZoomScale() {
return Math.pow( 0.95, scope.zoomSpeed );
}
function rotateLeft( angle ) {
sphericalDelta.theta -= angle;
}
function rotateUp( angle ) {
sphericalDelta.phi -= angle;
}
const panLeft = function () {
const v = new THREE.Vector3();
return function panLeft( distance, objectMatrix ) {
v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
v.multiplyScalar( - distance );
panOffset.add( v );
};
}();
const panUp = function () {
const v = new THREE.Vector3();
return function panUp( distance, objectMatrix ) {
if ( scope.screenSpacePanning === true ) {
v.setFromMatrixColumn( objectMatrix, 1 );
} else {
v.setFromMatrixColumn( objectMatrix, 0 );
v.crossVectors( scope.object.up, v );
}
v.multiplyScalar( distance );
panOffset.add( v );
};
}(); // deltaX and deltaY are in pixels; right and down are positive
const pan = function () {
const offset = new THREE.Vector3();
return function pan( deltaX, deltaY ) {
const element = scope.domElement;
if ( scope.object.isPerspectiveCamera ) {
// perspective
const position = scope.object.position;
offset.copy( position ).sub( scope.target );
let targetDistance = offset.length(); // half of the fov is center to top of screen
targetDistance *= Math.tan( scope.object.fov / 2 * Math.PI / 180.0 ); // we use only clientHeight here so aspect ratio does not distort speed
panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );
} else if ( scope.object.isOrthographicCamera ) {
// orthographic
panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );
panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );
} else {
// camera neither orthographic nor perspective
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
scope.enablePan = false;
}
};
}();
function dollyOut( dollyScale ) {
if ( scope.object.isPerspectiveCamera ) {
scale /= dollyScale;
} else if ( scope.object.isOrthographicCamera ) {
scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;
} else {
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
scope.enableZoom = false;
}
}
function dollyIn( dollyScale ) {
if ( scope.object.isPerspectiveCamera ) {
scale *= dollyScale;
} else if ( scope.object.isOrthographicCamera ) {
scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;
} else {
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
scope.enableZoom = false;
}
} //
// event callbacks - update the object state
//
function handleMouseDownRotate( event ) {
rotateStart.set( event.clientX, event.clientY );
}
function handleMouseDownDolly( event ) {
dollyStart.set( event.clientX, event.clientY );
}
function handleMouseDownPan( event ) {
panStart.set( event.clientX, event.clientY );
}
function handleMouseMoveRotate( event ) {
rotateEnd.set( event.clientX, event.clientY );
rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );
const element = scope.domElement;
rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height
rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );
rotateStart.copy( rotateEnd );
scope.update();
}
function handleMouseMoveDolly( event ) {
dollyEnd.set( event.clientX, event.clientY );
dollyDelta.subVectors( dollyEnd, dollyStart );
if ( dollyDelta.y > 0 ) {
dollyOut( getZoomScale() );
} else if ( dollyDelta.y < 0 ) {
dollyIn( getZoomScale() );
}
dollyStart.copy( dollyEnd );
scope.update();
}
function handleMouseMovePan( event ) {
panEnd.set( event.clientX, event.clientY );
panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );
pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
scope.update();
}
function handleMouseWheel( event ) {
if ( event.deltaY < 0 ) {
dollyIn( getZoomScale() );
} else if ( event.deltaY > 0 ) {
dollyOut( getZoomScale() );
}
scope.update();
}
function handleKeyDown( event ) {
let needsUpdate = false;
switch ( event.code ) {
case scope.keys.UP:
pan( 0, scope.keyPanSpeed );
needsUpdate = true;
break;
case scope.keys.BOTTOM:
pan( 0, - scope.keyPanSpeed );
needsUpdate = true;
break;
case scope.keys.LEFT:
pan( scope.keyPanSpeed, 0 );
needsUpdate = true;
break;
case scope.keys.RIGHT:
pan( - scope.keyPanSpeed, 0 );
needsUpdate = true;
break;
}
if ( needsUpdate ) {
// prevent the browser from scrolling on cursor keys
event.preventDefault();
scope.update();
}
}
function handleTouchStartRotate() {
if ( pointers.length === 1 ) {
rotateStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );
} else {
const x = 0.5 * ( pointers[ 0 ].pageX + pointers[ 1 ].pageX );
const y = 0.5 * ( pointers[ 0 ].pageY + pointers[ 1 ].pageY );
rotateStart.set( x, y );
}
}
function handleTouchStartPan() {
if ( pointers.length === 1 ) {
panStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );
} else {
const x = 0.5 * ( pointers[ 0 ].pageX + pointers[ 1 ].pageX );
const y = 0.5 * ( pointers[ 0 ].pageY + pointers[ 1 ].pageY );
panStart.set( x, y );
}
}
function handleTouchStartDolly() {
const dx = pointers[ 0 ].pageX - pointers[ 1 ].pageX;
const dy = pointers[ 0 ].pageY - pointers[ 1 ].pageY;
const distance = Math.sqrt( dx * dx + dy * dy );
dollyStart.set( 0, distance );
}
function handleTouchStartDollyPan() {
if ( scope.enableZoom ) handleTouchStartDolly();
if ( scope.enablePan ) handleTouchStartPan();
}
function handleTouchStartDollyRotate() {
if ( scope.enableZoom ) handleTouchStartDolly();
if ( scope.enableRotate ) handleTouchStartRotate();
}
function handleTouchMoveRotate( event ) {
if ( pointers.length == 1 ) {
rotateEnd.set( event.pageX, event.pageY );
} else {
const position = getSecondPointerPosition( event );
const x = 0.5 * ( event.pageX + position.x );
const y = 0.5 * ( event.pageY + position.y );
rotateEnd.set( x, y );
}
rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );
const element = scope.domElement;
rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height
rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );
rotateStart.copy( rotateEnd );
}
function handleTouchMovePan( event ) {
if ( pointers.length === 1 ) {
panEnd.set( event.pageX, event.pageY );
} else {
const position = getSecondPointerPosition( event );
const x = 0.5 * ( event.pageX + position.x );
const y = 0.5 * ( event.pageY + position.y );
panEnd.set( x, y );
}
panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );
pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
}
function handleTouchMoveDolly( event ) {
const position = getSecondPointerPosition( event );
const dx = event.pageX - position.x;
const dy = event.pageY - position.y;
const distance = Math.sqrt( dx * dx + dy * dy );
dollyEnd.set( 0, distance );
dollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );
dollyOut( dollyDelta.y );
dollyStart.copy( dollyEnd );
}
function handleTouchMoveDollyPan( event ) {
if ( scope.enableZoom ) handleTouchMoveDolly( event );
if ( scope.enablePan ) handleTouchMovePan( event );
}
function handleTouchMoveDollyRotate( event ) {
if ( scope.enableZoom ) handleTouchMoveDolly( event );
if ( scope.enableRotate ) handleTouchMoveRotate( event );
} //
// event handlers - FSM: listen for events and reset state
//
function onPointerDown( event ) {
if ( scope.enabled === false ) return;
if ( pointers.length === 0 ) {
scope.domElement.setPointerCapture( event.pointerId );
scope.domElement.addEventListener( 'pointermove', onPointerMove );
scope.domElement.addEventListener( 'pointerup', onPointerUp );
} //
addPointer( event );
if ( event.pointerType === 'touch' ) {
onTouchStart( event );
} else {
onMouseDown( event );
}
}
function onPointerMove( event ) {
if ( scope.enabled === false ) return;
if ( event.pointerType === 'touch' ) {
onTouchMove( event );
} else {
onMouseMove( event );
}
}
function onPointerUp( event ) {
removePointer( event );
if ( pointers.length === 0 ) {
scope.domElement.releasePointerCapture( event.pointerId );
scope.domElement.removeEventListener( 'pointermove', onPointerMove );
scope.domElement.removeEventListener( 'pointerup', onPointerUp );
}
scope.dispatchEvent( _endEvent );
state = STATE.NONE;
}
function onPointerCancel( event ) {
removePointer( event );
}
function onMouseDown( event ) {
let mouseAction;
switch ( event.button ) {
case 0:
mouseAction = scope.mouseButtons.LEFT;
break;
case 1:
mouseAction = scope.mouseButtons.MIDDLE;
break;
case 2:
mouseAction = scope.mouseButtons.RIGHT;
break;
default:
mouseAction = - 1;
}
switch ( mouseAction ) {
case THREE.MOUSE.DOLLY:
if ( scope.enableZoom === false ) return;
handleMouseDownDolly( event );
state = STATE.DOLLY;
break;
case THREE.MOUSE.ROTATE:
if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
if ( scope.enablePan === false ) return;
handleMouseDownPan( event );
state = STATE.PAN;
} else {
if ( scope.enableRotate === false ) return;
handleMouseDownRotate( event );
state = STATE.ROTATE;
}
break;
case THREE.MOUSE.PAN:
if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
if ( scope.enableRotate === false ) return;
handleMouseDownRotate( event );
state = STATE.ROTATE;
} else {
if ( scope.enablePan === false ) return;
handleMouseDownPan( event );
state = STATE.PAN;
}
break;
default:
state = STATE.NONE;
}
if ( state !== STATE.NONE ) {
scope.dispatchEvent( _startEvent );
}
}
function onMouseMove( event ) {
switch ( state ) {
case STATE.ROTATE:
if ( scope.enableRotate === false ) return;
handleMouseMoveRotate( event );
break;
case STATE.DOLLY:
if ( scope.enableZoom === false ) return;
handleMouseMoveDolly( event );
break;
case STATE.PAN:
if ( scope.enablePan === false ) return;
handleMouseMovePan( event );
break;
}
}
function onMouseWheel( event ) {
if ( scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE ) return;
event.preventDefault();
scope.dispatchEvent( _startEvent );
handleMouseWheel( event );
scope.dispatchEvent( _endEvent );
}
function onKeyDown( event ) {
if ( scope.enabled === false || scope.enablePan === false ) return;
handleKeyDown( event );
}
function onTouchStart( event ) {
trackPointer( event );
switch ( pointers.length ) {
case 1:
switch ( scope.touches.ONE ) {
case THREE.TOUCH.ROTATE:
if ( scope.enableRotate === false ) return;
handleTouchStartRotate();
state = STATE.TOUCH_ROTATE;
break;
case THREE.TOUCH.PAN:
if ( scope.enablePan === false ) return;
handleTouchStartPan();
state = STATE.TOUCH_PAN;
break;
default:
state = STATE.NONE;
}
break;
case 2:
switch ( scope.touches.TWO ) {
case THREE.TOUCH.DOLLY_PAN:
if ( scope.enableZoom === false && scope.enablePan === false ) return;
handleTouchStartDollyPan();
state = STATE.TOUCH_DOLLY_PAN;
break;
case THREE.TOUCH.DOLLY_ROTATE:
if ( scope.enableZoom === false && scope.enableRotate === false ) return;
handleTouchStartDollyRotate();
state = STATE.TOUCH_DOLLY_ROTATE;
break;
default:
state = STATE.NONE;
}
break;
default:
state = STATE.NONE;
}
if ( state !== STATE.NONE ) {
scope.dispatchEvent( _startEvent );
}
}
function onTouchMove( event ) {
trackPointer( event );
switch ( state ) {
case STATE.TOUCH_ROTATE:
if ( scope.enableRotate === false ) return;
handleTouchMoveRotate( event );
scope.update();
break;
case STATE.TOUCH_PAN:
if ( scope.enablePan === false ) return;
handleTouchMovePan( event );
scope.update();
break;
case STATE.TOUCH_DOLLY_PAN:
if ( scope.enableZoom === false && scope.enablePan === false ) return;
handleTouchMoveDollyPan( event );
scope.update();
break;
case STATE.TOUCH_DOLLY_ROTATE:
if ( scope.enableZoom === false && scope.enableRotate === false ) return;
handleTouchMoveDollyRotate( event );
scope.update();
break;
default:
state = STATE.NONE;
}
}
function onContextMenu( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
}
function addPointer( event ) {
pointers.push( event );
}
function removePointer( event ) {
delete pointerPositions[ event.pointerId ];
for ( let i = 0; i < pointers.length; i ++ ) {
if ( pointers[ i ].pointerId == event.pointerId ) {
pointers.splice( i, 1 );
return;
}
}
}
function trackPointer( event ) {
let position = pointerPositions[ event.pointerId ];
if ( position === undefined ) {
position = new THREE.Vector2();
pointerPositions[ event.pointerId ] = position;
}
position.set( event.pageX, event.pageY );
}
function getSecondPointerPosition( event ) {
const pointer = event.pointerId === pointers[ 0 ].pointerId ? pointers[ 1 ] : pointers[ 0 ];
return pointerPositions[ pointer.pointerId ];
} //
scope.domElement.addEventListener( 'contextmenu', onContextMenu );
scope.domElement.addEventListener( 'pointerdown', onPointerDown );
scope.domElement.addEventListener( 'pointercancel', onPointerCancel );
scope.domElement.addEventListener( 'wheel', onMouseWheel, {
passive: false
} ); // force an update at start
this.update();
}
} // This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
// This is very similar to OrbitControls, another set of touch behavior
//
// Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate
// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
// Pan - left mouse, or arrow keys / touch: one-finger move
class MapControls extends OrbitControls {
constructor( object, domElement ) {
super( object, domElement );
this.screenSpacePanning = false; // pan orthogonal to world-space direction camera.up
this.mouseButtons.LEFT = THREE.MOUSE.PAN;
this.mouseButtons.RIGHT = THREE.MOUSE.ROTATE;
this.touches.ONE = THREE.TOUCH.PAN;
this.touches.TWO = THREE.TOUCH.DOLLY_ROTATE;
}
}
THREE.MapControls = MapControls;
THREE.OrbitControls = OrbitControls;
} )();
I couldn't explain why the code was unable to render the sphere. What went wrong? I'm at loss on how to move this Sphere.
This is the correct code so that the camera can be moved around the Sphere.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src="https://cdn.jsdelivr.net/npm/three#0.143/build/three.min.js"></script>
<script src=".\three.js-master\three.js-master\examples\js\controls\OrbitControls.js"></script>
<script>
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.set( 0, 0, 50 );
camera.lookAt( 0, 0, 0 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.SphereGeometry( 15, 32, 16 );
const texture = new THREE.TextureLoader().load( 'https://i.imgur.com/kFoWvzw.jpg' );
const material = new THREE.MeshBasicMaterial( { map: texture } );
const sphere = new THREE.Mesh( geometry, material );
const controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.update();
scene.add( sphere );
function animate()
{
requestAnimationFrame( animate );
sphere.rotation.x += 0.00;
sphere.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
</script>
</body>
</html>
Enjoy!
I am trying to dynamically calculate the angle between the center of my 3D scene and my orbit camera.
Firstly I tried this:
const angle = perspectiveCamera.position.angleTo(new t.Vector3(0, 0, 0))
Which always returns me 0. If I plugin 1, 1, 1 as xyz:
const angle = perspectiveCamera.position.angleTo(new t.Vector3(1, 1, 1))
This returns me values, which are not in 0 - PI * 2 range.
I realise this is a math problem, but why does new Vector3(0, 0, 0) always return me 0 in this case? If I have a vector at 0, 0, 0 and another one at 1, 1, 0, in my mind this makes up for 45 degrees angle?
Alternatively, I tried doing Math.atan2(camera.position.y, camera.position.x), which yields me yet another result.
Here is a demo of my problem. My aim is to make sure that the line rotates around the same angle as the camera (full 0 - PI * 2 range):
console.clear()
const t = THREE
////////////////////////////////////
const scene = new t.Scene()
let angleMode = 0 // 0 - atan2, 1 - angleTo
document.getElementById('atan2').addEventListener('click', () => {
angleMode = 0
})
document.getElementById('angleTo').addEventListener('click', () => {
angleMode = 1
})
const renderer = new t.WebGLRenderer()
renderer.setSize(innerWidth, innerHeight)
renderer.setPixelRatio(devicePixelRatio)
renderer.setClearColor(0xaaaaaa)
document.body.appendChild(renderer.domElement)
const perspectiveCamera = new t.PerspectiveCamera(45, innerWidth / innerHeight, 0.1, 1000)
perspectiveCamera.position.set(40, 40, 40)
perspectiveCamera.lookAt(new t.Vector3())
new t.OrbitControls(perspectiveCamera)
const lineGeometry = new t.BufferGeometry()
const lineVertices = new Float32Array([
-1000, 0, 0, 1000, 0, 0
])
lineGeometry.setAttribute('position', new t.BufferAttribute(lineVertices, 3))
const lineMaterial = new t.LineBasicMaterial({ color: 0xFF0000 })
const line = new t.Line(lineGeometry, lineMaterial)
line.position.y = 5
scene.add(line)
scene.add(new t.GridHelper(500, 50, 0xBBBBBB, 0xBBBBBB))
const cameraDebugEl = document.getElementById('camera-debug')
renderer.setAnimationLoop(() => {
renderer.render(scene, perspectiveCamera)
const camX = perspectiveCamera.position.x.toFixed(2)
const camY = perspectiveCamera.position.y.toFixed(2)
const camZ = perspectiveCamera.position.z.toFixed(2)
const angle = angleMode === 0
? Math.atan2(perspectiveCamera.position.y, perspectiveCamera.position.x)
: perspectiveCamera.position.angleTo(new t.Vector3(1, 1, 1))
line.rotation.y = angle
cameraDebugEl.innerText = `Camera angle: ${angle}`
})
* { margin: 0; padding: 0; }
#camera-debug {
position: fixed;
bottom: 2rem;
left: 1rem;
}
#controls {
position: fixed;
top: 1rem;
left: 1rem;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<div id="camera-debug"></div>
<div id="controls">
<input type="radio" name="angle" id="atan2" checked />
<label for="atan2">Use Math.atan2()</label>
<br/>
<input type="radio" name="angle" id="angleTo" />
<label for="angleTo">Use Vector3.angleTo()</label>
</div>
<!-- Please ignore, OrbitControls -->
<script>
THREE.OrbitControls = function ( object, domElement ) {
this.object = object;
this.domElement = ( domElement !== undefined ) ? domElement : document;
// 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 = 0.25;
// 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.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 = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };
// 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.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() );
}
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
scope.target.add( panOffset );
offset.setFromSpherical( spherical );
// rotate offset back to "camera-up-vector-is-up" space
offset.applyQuaternion( quatInverse );
position.copy( scope.target ).add( offset );
scope.object.lookAt( scope.target );
if ( scope.enableDamping === true ) {
sphericalDelta.theta *= ( 1 - scope.dampingFactor );
sphericalDelta.phi *= ( 1 - scope.dampingFactor );
} else {
sphericalDelta.set( 0, 0, 0 );
}
scale = 1;
panOffset.set( 0, 0, 0 );
// update condition is:
// min(camera displacement, camera rotation in radians)^2 > EPS
// using small-angle approximation cos(x/2) = 1 - x^2 / 8
if ( zoomChanged ||
lastPosition.distanceToSquared( scope.object.position ) > EPS ||
8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {
scope.dispatchEvent( changeEvent );
lastPosition.copy( scope.object.position );
lastQuaternion.copy( scope.object.quaternion );
zoomChanged = false;
return true;
}
return false;
};
}();
this.dispose = function () {
scope.domElement.removeEventListener( 'contextmenu', onContextMenu, false );
scope.domElement.removeEventListener( 'mousedown', onMouseDown, false );
scope.domElement.removeEventListener( 'wheel', onMouseWheel, false );
scope.domElement.removeEventListener( 'touchstart', onTouchStart, false );
scope.domElement.removeEventListener( 'touchend', onTouchEnd, false );
scope.domElement.removeEventListener( 'touchmove', onTouchMove, false );
document.removeEventListener( 'mousemove', onMouseMove, false );
document.removeEventListener( 'mouseup', onMouseUp, false );
window.removeEventListener( 'keydown', onKeyDown, false );
//scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
};
//
// internals
//
var scope = this;
var changeEvent = { type: 'change' };
var startEvent = { type: 'start' };
var endEvent = { type: 'end' };
var STATE = { NONE: - 1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 };
var state = STATE.NONE;
var EPS = 0.000001;
// current position in spherical coordinates
var spherical = new THREE.Spherical();
var sphericalDelta = new THREE.Spherical();
var scale = 1;
var panOffset = new THREE.Vector3();
var zoomChanged = false;
var rotateStart = new THREE.Vector2();
var rotateEnd = new THREE.Vector2();
var rotateDelta = new THREE.Vector2();
var panStart = new THREE.Vector2();
var panEnd = new THREE.Vector2();
var panDelta = new THREE.Vector2();
var dollyStart = new THREE.Vector2();
var dollyEnd = new THREE.Vector2();
var dollyDelta = new THREE.Vector2();
function getAutoRotationAngle() {
return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
}
function getZoomScale() {
return Math.pow( 0.95, scope.zoomSpeed );
}
function rotateLeft( angle ) {
sphericalDelta.theta -= angle;
}
function rotateUp( angle ) {
sphericalDelta.phi -= angle;
}
var panLeft = function () {
var v = new THREE.Vector3();
return function panLeft( distance, objectMatrix ) {
v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
v.multiplyScalar( - distance );
panOffset.add( v );
};
}();
var panUp = function () {
var v = new THREE.Vector3();
return function panUp( distance, objectMatrix ) {
v.setFromMatrixColumn( objectMatrix, 1 ); // get Y column of objectMatrix
v.multiplyScalar( distance );
panOffset.add( v );
};
}();
// deltaX and deltaY are in pixels; right and down are positive
var pan = function () {
var offset = new THREE.Vector3();
return function pan( deltaX, deltaY ) {
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
if ( scope.object instanceof THREE.PerspectiveCamera ) {
// perspective
var position = scope.object.position;
offset.copy( position ).sub( scope.target );
var targetDistance = offset.length();
// half of the fov is center to top of screen
targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
// we actually don't use screenWidth, since perspective camera is fixed to screen height
panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
// orthographic
panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );
panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );
} else {
// camera neither orthographic nor perspective
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
scope.enablePan = false;
}
};
}();
function dollyIn( dollyScale ) {
if ( scope.object instanceof THREE.PerspectiveCamera ) {
scale /= dollyScale;
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;
} else {
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
scope.enableZoom = false;
}
}
function dollyOut( dollyScale ) {
if ( scope.object instanceof THREE.PerspectiveCamera ) {
scale *= dollyScale;
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;
} else {
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
scope.enableZoom = false;
}
}
//
// event callbacks - update the object state
//
function handleMouseDownRotate( event ) {
//console.log( 'handleMouseDownRotate' );
rotateStart.set( event.clientX, event.clientY );
}
function handleMouseDownDolly( event ) {
//console.log( 'handleMouseDownDolly' );
dollyStart.set( event.clientX, event.clientY );
}
function handleMouseDownPan( event ) {
//console.log( 'handleMouseDownPan' );
panStart.set( event.clientX, event.clientY );
}
function handleMouseMoveRotate( event ) {
//console.log( 'handleMouseMoveRotate' );
rotateEnd.set( event.clientX, event.clientY );
rotateDelta.subVectors( rotateEnd, rotateStart );
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
// rotating across whole screen goes 360 degrees around
rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
// rotating up and down along whole screen attempts to go 360, but limited to 180
rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
rotateStart.copy( rotateEnd );
scope.update();
}
function handleMouseMoveDolly( event ) {
//console.log( 'handleMouseMoveDolly' );
dollyEnd.set( event.clientX, event.clientY );
dollyDelta.subVectors( dollyEnd, dollyStart );
if ( dollyDelta.y > 0 ) {
dollyIn( getZoomScale() );
} else if ( dollyDelta.y < 0 ) {
dollyOut( getZoomScale() );
}
dollyStart.copy( dollyEnd );
scope.update();
}
function handleMouseMovePan( event ) {
//console.log( 'handleMouseMovePan' );
panEnd.set( event.clientX, event.clientY );
panDelta.subVectors( panEnd, panStart );
pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
scope.update();
}
function handleMouseUp( event ) {
// console.log( 'handleMouseUp' );
}
function handleMouseWheel( event ) {
// console.log( 'handleMouseWheel' );
if ( event.deltaY < 0 ) {
dollyOut( getZoomScale() );
} else if ( event.deltaY > 0 ) {
dollyIn( getZoomScale() );
}
scope.update();
}
function handleKeyDown( event ) {
//console.log( 'handleKeyDown' );
switch ( event.keyCode ) {
case scope.keys.UP:
pan( 0, scope.keyPanSpeed );
scope.update();
break;
case scope.keys.BOTTOM:
pan( 0, - scope.keyPanSpeed );
scope.update();
break;
case scope.keys.LEFT:
pan( scope.keyPanSpeed, 0 );
scope.update();
break;
case scope.keys.RIGHT:
pan( - scope.keyPanSpeed, 0 );
scope.update();
break;
}
}
function handleTouchStartRotate( event ) {
//console.log( 'handleTouchStartRotate' );
rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
}
function handleTouchStartDolly( event ) {
//console.log( 'handleTouchStartDolly' );
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
var distance = Math.sqrt( dx * dx + dy * dy );
dollyStart.set( 0, distance );
}
function handleTouchStartPan( event ) {
//console.log( 'handleTouchStartPan' );
panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
}
function handleTouchMoveRotate( event ) {
//console.log( 'handleTouchMoveRotate' );
rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
rotateDelta.subVectors( rotateEnd, rotateStart );
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
// rotating across whole screen goes 360 degrees around
rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
// rotating up and down along whole screen attempts to go 360, but limited to 180
rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
rotateStart.copy( rotateEnd );
scope.update();
}
function handleTouchMoveDolly( event ) {
//console.log( 'handleTouchMoveDolly' );
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
var distance = Math.sqrt( dx * dx + dy * dy );
dollyEnd.set( 0, distance );
dollyDelta.subVectors( dollyEnd, dollyStart );
if ( dollyDelta.y > 0 ) {
dollyOut( getZoomScale() );
} else if ( dollyDelta.y < 0 ) {
dollyIn( getZoomScale() );
}
dollyStart.copy( dollyEnd );
scope.update();
}
function handleTouchMovePan( event ) {
//console.log( 'handleTouchMovePan' );
panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
panDelta.subVectors( panEnd, panStart );
pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
scope.update();
}
function handleTouchEnd( event ) {
//console.log( 'handleTouchEnd' );
}
//
// event handlers - FSM: listen for events and reset state
//
function onMouseDown( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
if ( event.button === scope.mouseButtons.ORBIT ) {
if ( scope.enableRotate === false ) return;
handleMouseDownRotate( event );
state = STATE.ROTATE;
} else if ( event.button === scope.mouseButtons.ZOOM ) {
if ( scope.enableZoom === false ) return;
handleMouseDownDolly( event );
state = STATE.DOLLY;
} else if ( event.button === scope.mouseButtons.PAN ) {
if ( scope.enablePan === false ) return;
handleMouseDownPan( event );
state = STATE.PAN;
}
if ( state !== STATE.NONE ) {
document.addEventListener( 'mousemove', onMouseMove, false );
document.addEventListener( 'mouseup', onMouseUp, false );
scope.dispatchEvent( startEvent );
}
}
function onMouseMove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
if ( state === STATE.ROTATE ) {
if ( scope.enableRotate === false ) return;
handleMouseMoveRotate( event );
} else if ( state === STATE.DOLLY ) {
if ( scope.enableZoom === false ) return;
handleMouseMoveDolly( event );
} else if ( state === STATE.PAN ) {
if ( scope.enablePan === false ) return;
handleMouseMovePan( event );
}
}
function onMouseUp( event ) {
if ( scope.enabled === false ) return;
handleMouseUp( event );
document.removeEventListener( 'mousemove', onMouseMove, false );
document.removeEventListener( 'mouseup', onMouseUp, false );
scope.dispatchEvent( endEvent );
state = STATE.NONE;
}
function onMouseWheel( event ) {
if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return;
event.preventDefault();
event.stopPropagation();
handleMouseWheel( event );
scope.dispatchEvent( startEvent ); // not sure why these are here...
scope.dispatchEvent( endEvent );
}
function onKeyDown( event ) {
if ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return;
handleKeyDown( event );
}
function onTouchStart( event ) {
if ( scope.enabled === false ) return;
switch ( event.touches.length ) {
case 1: // one-fingered touch: rotate
if ( scope.enableRotate === false ) return;
handleTouchStartRotate( event );
state = STATE.TOUCH_ROTATE;
break;
case 2: // two-fingered touch: dolly
if ( scope.enableZoom === false ) return;
handleTouchStartDolly( event );
state = STATE.TOUCH_DOLLY;
break;
case 3: // three-fingered touch: pan
if ( scope.enablePan === false ) return;
handleTouchStartPan( event );
state = STATE.TOUCH_PAN;
break;
default:
state = STATE.NONE;
}
if ( state !== STATE.NONE ) {
scope.dispatchEvent( startEvent );
}
}
function onTouchMove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
event.stopPropagation();
switch ( event.touches.length ) {
case 1: // one-fingered touch: rotate
if ( scope.enableRotate === false ) return;
if ( state !== STATE.TOUCH_ROTATE ) return; // is this needed?...
handleTouchMoveRotate( event );
break;
case 2: // two-fingered touch: dolly
if ( scope.enableZoom === false ) return;
if ( state !== STATE.TOUCH_DOLLY ) return; // is this needed?...
handleTouchMoveDolly( event );
break;
case 3: // three-fingered touch: pan
if ( scope.enablePan === false ) return;
if ( state !== STATE.TOUCH_PAN ) return; // is this needed?...
handleTouchMovePan( event );
break;
default:
state = STATE.NONE;
}
}
function onTouchEnd( event ) {
if ( scope.enabled === false ) return;
handleTouchEnd( event );
scope.dispatchEvent( endEvent );
state = STATE.NONE;
}
function onContextMenu( event ) {
event.preventDefault();
}
//
scope.domElement.addEventListener( 'contextmenu', onContextMenu, false );
scope.domElement.addEventListener( 'mousedown', onMouseDown, false );
scope.domElement.addEventListener( 'wheel', onMouseWheel, false );
scope.domElement.addEventListener( 'touchstart', onTouchStart, false );
scope.domElement.addEventListener( 'touchend', onTouchEnd, false );
scope.domElement.addEventListener( 'touchmove', onTouchMove, false );
window.addEventListener( 'keydown', onKeyDown, false );
// force an update at start
this.update();
};
THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
THREE.OrbitControls.prototype.constructor = THREE.OrbitControls;
Object.defineProperties( THREE.OrbitControls.prototype, {
center: {
get: function () {
console.warn( 'THREE.OrbitControls: .center has been renamed to .target' );
return this.target;
}
},
// backward compatibility
noZoom: {
get: function () {
console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );
return ! this.enableZoom;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );
this.enableZoom = ! value;
}
},
noRotate: {
get: function () {
console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );
return ! this.enableRotate;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );
this.enableRotate = ! value;
}
},
noPan: {
get: function () {
console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );
return ! this.enablePan;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );
this.enablePan = ! value;
}
},
noKeys: {
get: function () {
console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );
return ! this.enableKeys;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );
this.enableKeys = ! value;
}
},
staticMoving: {
get: function () {
console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
return ! this.enableDamping;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
this.enableDamping = ! value;
}
},
dynamicDampingFactor: {
get: function () {
console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
return this.dampingFactor;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
this.dampingFactor = value;
}
}
} );
</script>
I'm trying to animate the color transition for ShaderMaterial.
I want to have 5 colors, and switch them every few seconds for a whole object (wave of particles).
Here is my JS code
var material = new THREE.ShaderMaterial( {
uniforms: {
color: { value: new THREE.Color('violet') },
},
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent
});
And fragment shader part:
uniform vec3 color;
void main() {
if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
gl_FragColor = vec4(color, 1.0 );
}
I have just a little idea of how three.js works. Any suggestions highly appreciated! :)
All code is here: codepen.io/agrhff/pen/MWKEqQy
As an option, you can use setInterval():
body {
background-color: black;
overflow: hidden;
margin: 0;
}
<script type="x-shader/x-vertex" id="vertexshader">
attribute float scale;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = scale * ( 300.0 / - mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec3 color;
void main() {
if ( length( gl_PointCoord - 0.5 ) > 0.475 ) discard;
gl_FragColor = vec4(color, 1.0 );
}
</script>
<script type="module">
import * as THREE from 'https://threejs.org/build/three.module.js';
import Stats from 'https://threejs.org/examples/jsm/libs/stats.module.js';
var SEPARATION = 100, AMOUNTX = 150, AMOUNTY = 100;
var container, stats;
var camera, scene, renderer;
var particles, count = 0;
var mouseX = 0, mouseY = -500;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var colors = [
new THREE.Color(0xffff00),
new THREE.Color(0xff00ff),
new THREE.Color(0x00ffff),
new THREE.Color(0xffffff),
new THREE.Color(0x888888)
];
var colIdx = 0;
init();
animate();
function init() {
container = document.createElement( 'div' );
container.classList.add("mystyle");
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
//
var numParticles = AMOUNTX * AMOUNTY;
var positions = new Float32Array( numParticles * 3 );
var scales = new Float32Array( numParticles );
var i = 0, j = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
positions[ i ] = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 ); // x
positions[ i + 1 ] = 0; // y
positions[ i + 2 ] = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 ); // z
scales[ j ] = 1;
i += 3;
j ++;
}
}
var geometry = new THREE.BufferGeometry();
geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
geometry.setAttribute( 'scale', new THREE.BufferAttribute( scales, 1 ) );
var material = new THREE.ShaderMaterial( {
uniforms: {
color: { value: new THREE.Color('violet') }
},
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent
} );
//
particles = new THREE.Points( geometry, material);
scene.add( particles );
//
renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
// change the colours, one a second
setInterval(function(){
colIdx = (colIdx + 1) % 5;;
material.uniforms.color.value.copy(colors[colIdx]);
}, 1000);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
// mouseY = event.clientY - windowHalfY;
}
function onDocumentTouchStart( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
// mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
// mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y );
camera.lookAt( scene.position );
var positions = particles.geometry.attributes.position.array;
var scales = particles.geometry.attributes.scale.array;
var i = 0, j = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
positions[ i + 1 ] = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
( Math.sin( ( iy + count ) * 0.5 ) * 50 );
scales[ j ] = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 8 +
( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 8;
i += 3;
j ++;
}
}
particles.geometry.attributes.position.needsUpdate = true;
particles.geometry.attributes.scale.needsUpdate = true;
renderer.render( scene, camera );
count += 0.1;
}
</script>
I am currently working on a THREE.js project. While using Orbit control zooming it is zooming relative to the center of the model.But i want to zoom according to the position of cursor with mouse wheel. Is there any option to move the camera to the mouse pointer zoom in/out. Kindly, help me out with the issue.
Thanks in advance.
THREE.OrbitControls = function ( object, domElement ) {
this.object = object;
this.domElement = ( domElement !== undefined ) ? domElement : document;
// 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 = 0.25;
// 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.LEFT, MIDDLE: THREE.MOUSE.MIDDLE, RIGHT: THREE.MOUSE.RIGHT };
// 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() );
}
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
scope.target.add( panOffset );
offset.setFromSpherical( spherical );
// rotate offset back to "camera-up-vector-is-up" space
offset.applyQuaternion( quatInverse );
position.copy( scope.target ).add( offset );
scope.object.lookAt( scope.target );
if ( scope.enableDamping === true ) {
sphericalDelta.theta *= ( 1 - scope.dampingFactor );
sphericalDelta.phi *= ( 1 - scope.dampingFactor );
panOffset.multiplyScalar( 1 - scope.dampingFactor );
} else {
sphericalDelta.set( 0, 0, 0 );
panOffset.set( 0, 0, 0 );
}
scale = 1;
// update condition is:
// min(camera displacement, camera rotation in radians)^2 > EPS
// using small-angle approximation cos(x/2) = 1 - x^2 / 8
if ( zoomChanged ||
lastPosition.distanceToSquared( scope.object.position ) > EPS ||
8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {
scope.dispatchEvent( changeEvent );
lastPosition.copy( scope.object.position );
lastQuaternion.copy( scope.object.quaternion );
zoomChanged = false;
return true;
}
return false;
};
}();
this.dispose = function () {
scope.domElement.removeEventListener( 'contextmenu', onContextMenu, false );
scope.domElement.removeEventListener( 'mousedown', onMouseDown, false );
scope.domElement.removeEventListener( 'wheel', onMouseWheel, false );
scope.domElement.removeEventListener( 'touchstart', onTouchStart, false );
scope.domElement.removeEventListener( 'touchend', onTouchEnd, false );
scope.domElement.removeEventListener( 'touchmove', onTouchMove, false );
document.removeEventListener( 'mousemove', onMouseMove, false );
document.removeEventListener( 'mouseup', onMouseUp, false );
window.removeEventListener( 'keydown', onKeyDown, false );
//scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
};
//
// internals
//
var scope = this;
var changeEvent = { type: 'change' };
var startEvent = { type: 'start' };
var endEvent = { type: 'end' };
var STATE = { NONE: - 1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY_PAN: 4 };
var state = STATE.NONE;
var EPS = 0.000001;
// current position in spherical coordinates
var spherical = new THREE.Spherical();
var sphericalDelta = new THREE.Spherical();
var scale = 1;
var panOffset = new THREE.Vector3();
var zoomChanged = false;
var rotateStart = new THREE.Vector2();
var rotateEnd = new THREE.Vector2();
var rotateDelta = new THREE.Vector2();
var panStart = new THREE.Vector2();
var panEnd = new THREE.Vector2();
var panDelta = new THREE.Vector2();
var dollyStart = new THREE.Vector2();
var dollyEnd = new THREE.Vector2();
var dollyDelta = new THREE.Vector2();
function getAutoRotationAngle() {
return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
}
function getZoomScale() {
return Math.pow( 0.95, scope.zoomSpeed );
}
function rotateLeft( angle ) {
sphericalDelta.theta -= angle;
}
function rotateUp( angle ) {
sphericalDelta.phi -= angle;
}
var panLeft = function () {
var v = new THREE.Vector3();
return function panLeft( distance, objectMatrix ) {
v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
v.multiplyScalar( - distance );
panOffset.add( v );
};
}();
var panUp = function () {
var v = new THREE.Vector3();
return function panUp( distance, objectMatrix ) {
if ( scope.screenSpacePanning === true ) {
v.setFromMatrixColumn( objectMatrix, 1 );
} else {
v.setFromMatrixColumn( objectMatrix, 0 );
v.crossVectors( scope.object.up, v );
}
v.multiplyScalar( distance );
panOffset.add( v );
};
}();
// deltaX and deltaY are in pixels; right and down are positive
var pan = function () {
var offset = new THREE.Vector3();
return function pan( deltaX, deltaY ) {
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
if ( scope.object.isPerspectiveCamera ) {
// perspective
var position = scope.object.position;
offset.copy( position ).sub( scope.target );
var targetDistance = offset.length();
// half of the fov is center to top of screen
targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
// we use only clientHeight here so aspect ratio does not distort speed
panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );
} else if ( scope.object.isOrthographicCamera ) {
// orthographic
panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );
panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );
} else {
// camera neither orthographic nor perspective
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
scope.enablePan = false;
}
};
}();
function dollyIn( dollyScale ) {
if ( scope.object.isPerspectiveCamera ) {
scale /= dollyScale;
} else if ( scope.object.isOrthographicCamera ) {
scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;
} else {
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
scope.enableZoom = false;
}
}
function dollyOut( dollyScale ) {
if ( scope.object.isPerspectiveCamera ) {
scale *= dollyScale;
} else if ( scope.object.isOrthographicCamera ) {
scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;
} else {
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
scope.enableZoom = false;
}
}
//
// event callbacks - update the object state
//
function handleMouseDownRotate( event ) {
//console.log( 'handleMouseDownRotate' );
rotateStart.set( event.clientX, event.clientY );
}
function handleMouseDownDolly( event ) {
//console.log( 'handleMouseDownDolly' );
dollyStart.set( event.clientX, event.clientY );
}
function handleMouseDownPan( event ) {
//console.log( 'handleMouseDownPan' );
panStart.set( event.clientX, event.clientY );
}
function handleMouseMoveRotate( event ) {
//console.log( 'handleMouseMoveRotate' );
rotateEnd.set( event.clientX, event.clientY );
rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height
rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );
rotateStart.copy( rotateEnd );
scope.update();
}
function handleMouseMoveDolly( event ) {
//console.log( 'handleMouseMoveDolly' );
dollyEnd.set( event.clientX, event.clientY );
dollyDelta.subVectors( dollyEnd, dollyStart );
if ( dollyDelta.y > 0 ) {
dollyIn( getZoomScale() );
} else if ( dollyDelta.y < 0 ) {
dollyOut( getZoomScale() );
}
dollyStart.copy( dollyEnd );
scope.update();
}
function handleMouseMovePan( event ) {
//console.log( 'handleMouseMovePan' );
panEnd.set( event.clientX, event.clientY );
panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );
pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
scope.update();
}
function handleMouseUp( event ) {
// console.log( 'handleMouseUp' );
}
function handleMouseWheel( event ) {
// console.log( 'handleMouseWheel' );
if ( event.deltaY < 0 ) {
dollyOut( getZoomScale() );
} else if ( event.deltaY > 0 ) {
dollyIn( getZoomScale() );
}
scope.update();
}
function handleKeyDown( event ) {
//console.log( 'handleKeyDown' );
switch ( event.keyCode ) {
case scope.keys.UP:
pan( 0, scope.keyPanSpeed );
scope.update();
break;
case scope.keys.BOTTOM:
pan( 0, - scope.keyPanSpeed );
scope.update();
break;
case scope.keys.LEFT:
pan( scope.keyPanSpeed, 0 );
scope.update();
break;
case scope.keys.RIGHT:
pan( - scope.keyPanSpeed, 0 );
scope.update();
break;
}
}
function handleTouchStartRotate( event ) {
//console.log( 'handleTouchStartRotate' );
rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
}
function handleTouchStartDollyPan( event ) {
//console.log( 'handleTouchStartDollyPan' );
if ( scope.enableZoom ) {
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
var distance = Math.sqrt( dx * dx + dy * dy );
dollyStart.set( 0, distance );
}
if ( scope.enablePan ) {
var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );
var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );
panStart.set( x, y );
}
}
function handleTouchMoveRotate( event ) {
//console.log( 'handleTouchMoveRotate' );
rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height
rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );
rotateStart.copy( rotateEnd );
scope.update();
}
function handleTouchMoveDollyPan( event ) {
//console.log( 'handleTouchMoveDollyPan' );
if ( scope.enableZoom ) {
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
var distance = Math.sqrt( dx * dx + dy * dy );
dollyEnd.set( 0, distance );
dollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );
dollyIn( dollyDelta.y );
dollyStart.copy( dollyEnd );
}
if ( scope.enablePan ) {
var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );
var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );
panEnd.set( x, y );
panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );
pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
}
scope.update();
}
function handleTouchEnd( event ) {
//console.log( 'handleTouchEnd' );
}
//
// event handlers - FSM: listen for events and reset state
//
function onMouseDown( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
switch ( event.button ) {
case scope.mouseButtons.LEFT:
if ( event.ctrlKey || event.metaKey ) {
if ( scope.enablePan === false ) return;
handleMouseDownPan( event );
state = STATE.PAN;
} else {
if ( scope.enableRotate === false ) return;
handleMouseDownRotate( event );
state = STATE.ROTATE;
}
break;
case scope.mouseButtons.MIDDLE:
if ( scope.enableZoom === false ) return;
handleMouseDownDolly( event );
state = STATE.DOLLY;
break;
case scope.mouseButtons.RIGHT:
if ( scope.enablePan === false ) return;
handleMouseDownPan( event );
state = STATE.PAN;
break;
}
if ( state !== STATE.NONE ) {
document.addEventListener( 'mousemove', onMouseMove, false );
document.addEventListener( 'mouseup', onMouseUp, false );
scope.dispatchEvent( startEvent );
}
}
function onMouseMove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
switch ( state ) {
case STATE.ROTATE:
if ( scope.enableRotate === false ) return;
handleMouseMoveRotate( event );
break;
case STATE.DOLLY:
if ( scope.enableZoom === false ) return;
handleMouseMoveDolly( event );
break;
case STATE.PAN:
if ( scope.enablePan === false ) return;
handleMouseMovePan( event );
break;
}
}
function onMouseUp( event ) {
if ( scope.enabled === false ) return;
handleMouseUp( event );
document.removeEventListener( 'mousemove', onMouseMove, false );
document.removeEventListener( 'mouseup', onMouseUp, false );
scope.dispatchEvent( endEvent );
state = STATE.NONE;
}
function onMouseWheel( event ) {
if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return;
event.preventDefault();
event.stopPropagation();
scope.dispatchEvent( startEvent );
handleMouseWheel( event );
scope.dispatchEvent( endEvent );
}
function onKeyDown( event ) {
if ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return;
handleKeyDown( event );
}
function onTouchStart( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
switch ( event.touches.length ) {
case 1: // one-fingered touch: rotate
if ( scope.enableRotate === false ) return;
handleTouchStartRotate( event );
state = STATE.TOUCH_ROTATE;
break;
case 2: // two-fingered touch: dolly-pan
if ( scope.enableZoom === false && scope.enablePan === false ) return;
handleTouchStartDollyPan( event );
state = STATE.TOUCH_DOLLY_PAN;
break;
default:
state = STATE.NONE;
}
if ( state !== STATE.NONE ) {
scope.dispatchEvent( startEvent );
}
}
function onTouchMove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
event.stopPropagation();
switch ( event.touches.length ) {
case 1: // one-fingered touch: rotate
if ( scope.enableRotate === false ) return;
if ( state !== STATE.TOUCH_ROTATE ) return; // is this needed?
handleTouchMoveRotate( event );
break;
case 2: // two-fingered touch: dolly-pan
if ( scope.enableZoom === false && scope.enablePan === false ) return;
if ( state !== STATE.TOUCH_DOLLY_PAN ) return; // is this needed?
handleTouchMoveDollyPan( event );
break;
default:
state = STATE.NONE;
}
}
function onTouchEnd( event ) {
if ( scope.enabled === false ) return;
handleTouchEnd( event );
scope.dispatchEvent( endEvent );
state = STATE.NONE;
}
function onContextMenu( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
}
//
scope.domElement.addEventListener( 'contextmenu', onContextMenu, false );
scope.domElement.addEventListener( 'mousedown', onMouseDown, false );
scope.domElement.addEventListener( 'wheel', onMouseWheel, false );
scope.domElement.addEventListener( 'touchstart', onTouchStart, false );
scope.domElement.addEventListener( 'touchend', onTouchEnd, false );
scope.domElement.addEventListener( 'touchmove', onTouchMove, false );
window.addEventListener( 'keydown', onKeyDown, false );
// force an update at start
this.update();
};
THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
THREE.OrbitControls.prototype.constructor = THREE.OrbitControls;
Object.defineProperties( THREE.OrbitControls.prototype, {
center: {
get: function () {
console.warn( 'THREE.OrbitControls: .center has been renamed to .target' );
return this.target;
}
},
// backward compatibility
noZoom: {
get: function () {
console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );
return ! this.enableZoom;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );
this.enableZoom = ! value;
}
},
noRotate: {
get: function () {
console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );
return ! this.enableRotate;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );
this.enableRotate = ! value;
}
},
noPan: {
get: function () {
console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );
return ! this.enablePan;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );
this.enablePan = ! value;
}
},
noKeys: {
get: function () {
console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );
return ! this.enableKeys;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );
this.enableKeys = ! value;
}
},
staticMoving: {
get: function () {
console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
return ! this.enableDamping;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
this.enableDamping = ! value;
}
},
dynamicDampingFactor: {
get: function () {
console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
return this.dampingFactor;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
this.dampingFactor = value;
}
}
} );
I'm experiencing very poor raycasting results on sprites. I would say that it works best when the sprites are centred but then activation is not consistent on subsequent events.
var touchCounter=0;
function onDocumentMouseDown( event )
{
touchCounter ++;
$('#footer .social h2').text("event " + touchCounter);
// update the mouse variable
mouse.x = ( ( event.clientX - renderer.domElement.offsetLeft ) / renderer.domElement.width ) * 2 - 1;
mouse.y = - ( ( event.clientY - renderer.domElement.offsetTop ) / renderer.domElement.height ) * 2 + 1;
mouse.z = 0.75;
Raycasting();
}
function onDocumentTouchStart( event )
{
touchCounter ++;
$('#footer .social h2').text("event " + touchCounter);
if ( event.touches.length == 1 ) {
event.preventDefault();
mouse.x = ( ( event.targetTouches[0].pageX - renderer.domElement.offsetLeft ) / renderer.domElement.width ) * 2 - 1;
mouse.y = - ( ( event.targetTouches[0].pageY - renderer.domElement.offsetTop ) / renderer.domElement.height ) * 2 + 1;
mouse.z = 0.75;
Raycasting();
}
}
function Raycasting() {
var ray = new THREE.Raycaster( camera.position, mouse.sub( camera.position ).normalize() );
var intersects = ray.intersectObjects( targetList );
if ( intersects.length > 0 )
{
if ( intersects[ 0 ].object != INTERSECTED )
{
if ( INTERSECTED )
INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
$('#footer .social h2').text("event " + touchCounter + " and hit");
controls.autoRotate = false;
modal.show();
INTERSECTED = intersects[ 0 ].object;
INTERSECTED.currentHex = INTERSECTED.material.color.getHex();
INTERSECTED.material.color.setHex( 0xffff00 );
}
}
else // there are no intersections
{
controls.autoRotate = true;
modal.hide();
if ( INTERSECTED )
INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
INTERSECTED = null;
}
}
The targetList array the current sprites...
var spriteList = new Array(
"solar",
"wind",
"water");
var spriteMaterial;
for (var i = 0; i < spriteList.length; i++) {
spriteMaterial = THREE.ImageUtils.loadTexture( "assets/models/home/sprites/" + spriteList[i] + ".png", undefined, createHUDSprites );
}
var ind = 0;
function createHUDSprites ( spriteMaterial ) {
var material = new THREE.SpriteMaterial( { map: spriteMaterial } );
var sprite = new THREE.Sprite( material );
var multi = 0.12;
sprite.scale.set( material.map.image.width*multi, material.map.image.height*multi, 1 );
switch(ind) {
case 0:
sprite.position.set(-60,20,-18); //solar
targetList.push(sprite);
break;
case 1:
sprite.position.set(-20,-42,-35); //wind
targetList.push(sprite);
break;
case 2:
sprite.position.set(-20,42,50); //water
targetList.push(sprite);
break;
case 3:
sprite.position.set(50,14,45); //shelter
targetList.push(sprite);
break;
case 4:
sprite.position.set(50,22,-25); //utilities
targetList.push(sprite);
break;
case 5:
sprite.position.set(45,-24,50); //telescope
multi = 0.05;
sprite.scale.set( material.map.image.width*multi, material.map.image.height*multi, 1 );
targetList.push(sprite);
break;
case 6:
sprite.position.set(40,42,-20); //utilities
multi = 0.05;
sprite.scale.set( material.map.image.width*multi, material.map.image.height*multi, 1 );
targetList.push(sprite);
break;
case 7:
sprite.position.set(-40,-5,-50); //utilities
multi = 0.05;
sprite.scale.set( material.map.image.width*multi, material.map.image.height*multi, 1 );
targetList.push(sprite);
break;
default:
sprite.position.set(-20,-42,-35);
console.log("Problem loading sprites");
}
ind++;
scene.add( sprite );
} //end createHudSprites()
Maybe an issue with scaling? or how Im instantiating the THREE.Raycaster object?
You can see an example of my site here http://earthscool.com.au
Threejs R72
Set the ray as global
var ray = new THREE.Raycaster();
Then set the ray as found in the docs
function Raycasting() {
ray.setFromCamera( mouse, camera );
...
Also add proper event handlers as per doc... this one for touch devices
mouse.x = ( event.targetTouches[0].pageX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.targetTouches[0].pageY / window.innerHeight ) * 2 + 1;
mouse.z = 0.5;