three-stdlib 2.28.5 → 2.28.7

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@@ -218,6 +218,8 @@ class OrbitControls extends THREE.EventDispatcher {
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  offset.setFromSpherical(spherical);
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  offset.applyQuaternion(quatInverse);
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  position.copy(scope.target).add(offset);
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+ if (!scope.object.matrixAutoUpdate)
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+ scope.object.updateMatrix();
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  scope.object.lookAt(scope.target);
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  if (scope.enableDamping === true) {
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  sphericalDelta.theta *= 1 - scope.dampingFactor;
@@ -1 +1 @@
1
- {"version":3,"file":"OrbitControls.cjs","sources":["../../src/controls/OrbitControls.ts"],"sourcesContent":["import {\n EventDispatcher,\n Matrix4,\n MOUSE,\n OrthographicCamera,\n PerspectiveCamera,\n Quaternion,\n Spherical,\n TOUCH,\n Vector2,\n Vector3,\n Ray,\n Plane,\n} from 'three'\n\nconst _ray = new Ray()\nconst _plane = new Plane()\nconst TILT_LIMIT = Math.cos(70 * (Math.PI / 180))\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n//\n// Orbit - left mouse / touch: one-finger move\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move\n\nconst moduloWrapAround = (offset: number, capacity: number) => ((offset % capacity) + capacity) % capacity\n\nclass OrbitControls extends EventDispatcher {\n object: PerspectiveCamera | OrthographicCamera\n domElement: HTMLElement | undefined\n // Set to false to disable this control\n enabled = true\n // \"target\" sets the location of focus, where the object orbits around\n target = new Vector3()\n // How far you can dolly in and out ( PerspectiveCamera only )\n minDistance = 0\n maxDistance = Infinity\n // How far you can zoom in and out ( OrthographicCamera only )\n minZoom = 0\n maxZoom = Infinity\n // How far you can orbit vertically, upper and lower limits.\n // Range is 0 to Math.PI radians.\n minPolarAngle = 0 // radians\n maxPolarAngle = Math.PI // radians\n // How far you can orbit horizontally, upper and lower limits.\n // If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )\n minAzimuthAngle = -Infinity // radians\n maxAzimuthAngle = Infinity // radians\n // Set to true to enable damping (inertia)\n // If damping is enabled, you must call controls.update() in your animation loop\n enableDamping = false\n dampingFactor = 0.05\n // This option actually enables dollying in and out; left as \"zoom\" for backwards compatibility.\n // Set to false to disable zooming\n enableZoom = true\n zoomSpeed = 1.0\n // Set to false to disable rotating\n enableRotate = true\n rotateSpeed = 1.0\n // Set to false to disable panning\n enablePan = true\n panSpeed = 1.0\n screenSpacePanning = true // if false, pan orthogonal to world-space direction camera.up\n keyPanSpeed = 7.0 // pixels moved per arrow key push\n zoomToCursor = false\n // Set to true to automatically rotate around the target\n // If auto-rotate is enabled, you must call controls.update() in your animation loop\n autoRotate = false\n autoRotateSpeed = 2.0 // 30 seconds per orbit when fps is 60\n reverseOrbit = false // true if you want to reverse the orbit to mouse drag from left to right = orbits left\n reverseHorizontalOrbit = false // true if you want to reverse the horizontal orbit direction\n reverseVerticalOrbit = false // true if you want to reverse the vertical orbit direction\n // The four arrow keys\n keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' }\n // Mouse buttons\n mouseButtons: Partial<{\n LEFT: MOUSE\n MIDDLE: MOUSE\n RIGHT: MOUSE\n }> = {\n LEFT: MOUSE.ROTATE,\n MIDDLE: MOUSE.DOLLY,\n RIGHT: MOUSE.PAN,\n }\n // Touch fingers\n touches: Partial<{\n ONE: TOUCH\n TWO: TOUCH\n }> = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN }\n target0: Vector3\n position0: Vector3\n zoom0: number\n // the target DOM element for key events\n _domElementKeyEvents: any = null\n\n getPolarAngle: () => number\n getAzimuthalAngle: () => number\n setPolarAngle: (x: number) => void\n setAzimuthalAngle: (x: number) => void\n getDistance: () => number\n\n listenToKeyEvents: (domElement: HTMLElement) => void\n stopListenToKeyEvents: () => void\n saveState: () => void\n reset: () => void\n update: () => void\n connect: (domElement: HTMLElement) => void\n dispose: () => void\n\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super()\n\n this.object = object\n this.domElement = domElement\n\n // for reset\n this.target0 = this.target.clone()\n this.position0 = this.object.position.clone()\n this.zoom0 = this.object.zoom\n\n //\n // public methods\n //\n\n this.getPolarAngle = (): number => spherical.phi\n\n this.getAzimuthalAngle = (): number => spherical.theta\n\n this.setPolarAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let phi = moduloWrapAround(value, 2 * Math.PI)\n let currentPhi = spherical.phi\n\n // convert to the equivalent shortest angle\n if (currentPhi < 0) currentPhi += 2 * Math.PI\n if (phi < 0) phi += 2 * Math.PI\n let phiDist = Math.abs(phi - currentPhi)\n if (2 * Math.PI - phiDist < phiDist) {\n if (phi < currentPhi) {\n phi += 2 * Math.PI\n } else {\n currentPhi += 2 * Math.PI\n }\n }\n sphericalDelta.phi = phi - currentPhi\n scope.update()\n }\n\n this.setAzimuthalAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let theta = moduloWrapAround(value, 2 * Math.PI)\n let currentTheta = spherical.theta\n\n // convert to the equivalent shortest angle\n if (currentTheta < 0) currentTheta += 2 * Math.PI\n if (theta < 0) theta += 2 * Math.PI\n let thetaDist = Math.abs(theta - currentTheta)\n if (2 * Math.PI - thetaDist < thetaDist) {\n if (theta < currentTheta) {\n theta += 2 * Math.PI\n } else {\n currentTheta += 2 * Math.PI\n }\n }\n sphericalDelta.theta = theta - currentTheta\n scope.update()\n }\n\n this.getDistance = (): number => scope.object.position.distanceTo(scope.target)\n\n this.listenToKeyEvents = (domElement: HTMLElement): void => {\n domElement.addEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = domElement\n }\n\n this.stopListenToKeyEvents = (): void => {\n this._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = null\n }\n\n this.saveState = (): void => {\n scope.target0.copy(scope.target)\n scope.position0.copy(scope.object.position)\n scope.zoom0 = scope.object.zoom\n }\n\n this.reset = (): void => {\n scope.target.copy(scope.target0)\n scope.object.position.copy(scope.position0)\n scope.object.zoom = scope.zoom0\n scope.object.updateProjectionMatrix()\n\n scope.dispatchEvent(changeEvent)\n\n scope.update()\n\n state = STATE.NONE\n }\n\n // this method is exposed, but perhaps it would be better if we can make it private...\n this.update = ((): (() => void) => {\n const offset = new Vector3()\n const up = new Vector3(0, 1, 0)\n\n // so camera.up is the orbit axis\n const quat = new Quaternion().setFromUnitVectors(object.up, up)\n const quatInverse = quat.clone().invert()\n\n const lastPosition = new Vector3()\n const lastQuaternion = new Quaternion()\n\n const twoPI = 2 * Math.PI\n\n return function update(): boolean {\n const position = scope.object.position\n\n // update new up direction\n quat.setFromUnitVectors(object.up, up)\n quatInverse.copy(quat).invert()\n\n offset.copy(position).sub(scope.target)\n\n // rotate offset to \"y-axis-is-up\" space\n offset.applyQuaternion(quat)\n\n // angle from z-axis around y-axis\n spherical.setFromVector3(offset)\n\n if (scope.autoRotate && state === STATE.NONE) {\n rotateLeft(getAutoRotationAngle())\n }\n\n if (scope.enableDamping) {\n spherical.theta += sphericalDelta.theta * scope.dampingFactor\n spherical.phi += sphericalDelta.phi * scope.dampingFactor\n } else {\n spherical.theta += sphericalDelta.theta\n spherical.phi += sphericalDelta.phi\n }\n\n // restrict theta to be between desired limits\n\n let min = scope.minAzimuthAngle\n let max = scope.maxAzimuthAngle\n\n if (isFinite(min) && isFinite(max)) {\n if (min < -Math.PI) min += twoPI\n else if (min > Math.PI) min -= twoPI\n\n if (max < -Math.PI) max += twoPI\n else if (max > Math.PI) max -= twoPI\n\n if (min <= max) {\n spherical.theta = Math.max(min, Math.min(max, spherical.theta))\n } else {\n spherical.theta =\n spherical.theta > (min + max) / 2 ? Math.max(min, spherical.theta) : Math.min(max, spherical.theta)\n }\n }\n\n // restrict phi to be between desired limits\n spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi))\n spherical.makeSafe()\n\n // move target to panned location\n\n if (scope.enableDamping === true) {\n scope.target.addScaledVector(panOffset, scope.dampingFactor)\n } else {\n scope.target.add(panOffset)\n }\n\n // adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera\n // we adjust zoom later in these cases\n if (\n (scope.zoomToCursor && performCursorZoom) ||\n (scope.object as THREE.OrthographicCamera).isOrthographicCamera\n ) {\n spherical.radius = clampDistance(spherical.radius)\n } else {\n spherical.radius = clampDistance(spherical.radius * scale)\n }\n\n offset.setFromSpherical(spherical)\n\n // rotate offset back to \"camera-up-vector-is-up\" space\n offset.applyQuaternion(quatInverse)\n\n position.copy(scope.target).add(offset)\n\n scope.object.lookAt(scope.target)\n\n if (scope.enableDamping === true) {\n sphericalDelta.theta *= 1 - scope.dampingFactor\n sphericalDelta.phi *= 1 - scope.dampingFactor\n\n panOffset.multiplyScalar(1 - scope.dampingFactor)\n } else {\n sphericalDelta.set(0, 0, 0)\n\n panOffset.set(0, 0, 0)\n }\n\n // adjust camera position\n let zoomChanged = false\n if (scope.zoomToCursor && performCursorZoom) {\n let newRadius = null\n if (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // move the camera down the pointer ray\n // this method avoids floating point error\n const prevRadius = offset.length()\n newRadius = clampDistance(prevRadius * scale)\n\n const radiusDelta = prevRadius - newRadius\n scope.object.position.addScaledVector(dollyDirection, radiusDelta)\n scope.object.updateMatrixWorld()\n } else if ((scope.object as THREE.OrthographicCamera).isOrthographicCamera) {\n // adjust the ortho camera position based on zoom changes\n const mouseBefore = new Vector3(mouse.x, mouse.y, 0)\n mouseBefore.unproject(scope.object)\n\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n zoomChanged = true\n\n const mouseAfter = new Vector3(mouse.x, mouse.y, 0)\n mouseAfter.unproject(scope.object)\n\n scope.object.position.sub(mouseAfter).add(mouseBefore)\n scope.object.updateMatrixWorld()\n\n newRadius = offset.length()\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.')\n scope.zoomToCursor = false\n }\n\n // handle the placement of the target\n if (newRadius !== null) {\n if (scope.screenSpacePanning) {\n // position the orbit target in front of the new camera position\n scope.target\n .set(0, 0, -1)\n .transformDirection(scope.object.matrix)\n .multiplyScalar(newRadius)\n .add(scope.object.position)\n } else {\n // get the ray and translation plane to compute target\n _ray.origin.copy(scope.object.position)\n _ray.direction.set(0, 0, -1).transformDirection(scope.object.matrix)\n\n // if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid\n // extremely large values\n if (Math.abs(scope.object.up.dot(_ray.direction)) < TILT_LIMIT) {\n object.lookAt(scope.target)\n } else {\n _plane.setFromNormalAndCoplanarPoint(scope.object.up, scope.target)\n _ray.intersectPlane(_plane, scope.target)\n }\n }\n }\n } else if (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n zoomChanged = true\n }\n\n scale = 1\n performCursorZoom = false\n\n // update condition is:\n // min(camera displacement, camera rotation in radians)^2 > EPS\n // using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\n if (\n zoomChanged ||\n lastPosition.distanceToSquared(scope.object.position) > EPS ||\n 8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS\n ) {\n scope.dispatchEvent(changeEvent)\n\n lastPosition.copy(scope.object.position)\n lastQuaternion.copy(scope.object.quaternion)\n zoomChanged = false\n\n return true\n }\n\n return false\n }\n })()\n\n // https://github.com/mrdoob/three.js/issues/20575\n this.connect = (domElement: HTMLElement): void => {\n if ((domElement as any) === document) {\n console.error(\n 'THREE.OrbitControls: \"document\" should not be used as the target \"domElement\". Please use \"renderer.domElement\" instead.',\n )\n }\n scope.domElement = domElement\n // disables touch scroll\n // touch-action needs to be defined for pointer events to work on mobile\n // https://stackoverflow.com/a/48254578\n scope.domElement.style.touchAction = 'none'\n scope.domElement.addEventListener('contextmenu', onContextMenu)\n scope.domElement.addEventListener('pointerdown', onPointerDown)\n scope.domElement.addEventListener('pointercancel', onPointerCancel)\n scope.domElement.addEventListener('wheel', onMouseWheel)\n }\n\n this.dispose = (): void => {\n scope.domElement?.removeEventListener('contextmenu', onContextMenu)\n scope.domElement?.removeEventListener('pointerdown', onPointerDown)\n scope.domElement?.removeEventListener('pointercancel', onPointerCancel)\n scope.domElement?.removeEventListener('wheel', onMouseWheel)\n scope.domElement?.ownerDocument.removeEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.removeEventListener('pointerup', onPointerUp)\n if (scope._domElementKeyEvents !== null) {\n scope._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n }\n //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?\n }\n\n //\n // internals\n //\n\n const scope = this\n\n const changeEvent = { type: 'change' }\n const startEvent = { type: 'start' }\n const endEvent = { type: 'end' }\n\n const STATE = {\n NONE: -1,\n ROTATE: 0,\n DOLLY: 1,\n PAN: 2,\n TOUCH_ROTATE: 3,\n TOUCH_PAN: 4,\n TOUCH_DOLLY_PAN: 5,\n TOUCH_DOLLY_ROTATE: 6,\n }\n\n let state = STATE.NONE\n\n const EPS = 0.000001\n\n // current position in spherical coordinates\n const spherical = new Spherical()\n const sphericalDelta = new Spherical()\n\n let scale = 1\n const panOffset = new Vector3()\n\n const rotateStart = new Vector2()\n const rotateEnd = new Vector2()\n const rotateDelta = new Vector2()\n\n const panStart = new Vector2()\n const panEnd = new Vector2()\n const panDelta = new Vector2()\n\n const dollyStart = new Vector2()\n const dollyEnd = new Vector2()\n const dollyDelta = new Vector2()\n\n const dollyDirection = new Vector3()\n const mouse = new Vector2()\n let performCursorZoom = false\n\n const pointers: PointerEvent[] = []\n const pointerPositions: { [key: string]: Vector2 } = {}\n\n function getAutoRotationAngle(): number {\n return ((2 * Math.PI) / 60 / 60) * scope.autoRotateSpeed\n }\n\n function getZoomScale(): number {\n return Math.pow(0.95, scope.zoomSpeed)\n }\n\n function rotateLeft(angle: number): void {\n if (scope.reverseOrbit || scope.reverseHorizontalOrbit) {\n sphericalDelta.theta += angle\n } else {\n sphericalDelta.theta -= angle\n }\n }\n\n function rotateUp(angle: number): void {\n if (scope.reverseOrbit || scope.reverseVerticalOrbit) {\n sphericalDelta.phi += angle\n } else {\n sphericalDelta.phi -= angle\n }\n }\n\n const panLeft = (() => {\n const v = new Vector3()\n\n return function panLeft(distance: number, objectMatrix: Matrix4) {\n v.setFromMatrixColumn(objectMatrix, 0) // get X column of objectMatrix\n v.multiplyScalar(-distance)\n\n panOffset.add(v)\n }\n })()\n\n const panUp = (() => {\n const v = new Vector3()\n\n return function panUp(distance: number, objectMatrix: Matrix4) {\n if (scope.screenSpacePanning === true) {\n v.setFromMatrixColumn(objectMatrix, 1)\n } else {\n v.setFromMatrixColumn(objectMatrix, 0)\n v.crossVectors(scope.object.up, v)\n }\n\n v.multiplyScalar(distance)\n\n panOffset.add(v)\n }\n })()\n\n // deltaX and deltaY are in pixels; right and down are positive\n const pan = (() => {\n const offset = new Vector3()\n\n return function pan(deltaX: number, deltaY: number) {\n const element = scope.domElement\n\n if (element && scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // perspective\n const position = scope.object.position\n offset.copy(position).sub(scope.target)\n let targetDistance = offset.length()\n\n // half of the fov is center to top of screen\n targetDistance *= Math.tan(((scope.object.fov / 2) * Math.PI) / 180.0)\n\n // we use only clientHeight here so aspect ratio does not distort speed\n panLeft((2 * deltaX * targetDistance) / element.clientHeight, scope.object.matrix)\n panUp((2 * deltaY * targetDistance) / element.clientHeight, scope.object.matrix)\n } else if (element && scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n // orthographic\n panLeft(\n (deltaX * (scope.object.right - scope.object.left)) / scope.object.zoom / element.clientWidth,\n scope.object.matrix,\n )\n panUp(\n (deltaY * (scope.object.top - scope.object.bottom)) / scope.object.zoom / element.clientHeight,\n scope.object.matrix,\n )\n } else {\n // camera neither orthographic nor perspective\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.')\n scope.enablePan = false\n }\n }\n })()\n\n function dollyOut(dollyScale: number) {\n if (\n (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) ||\n (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera)\n ) {\n scale /= dollyScale\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.')\n scope.enableZoom = false\n }\n }\n\n function dollyIn(dollyScale: number) {\n if (\n (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) ||\n (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera)\n ) {\n scale *= dollyScale\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.')\n scope.enableZoom = false\n }\n }\n\n function updateMouseParameters(event: MouseEvent): void {\n if (!scope.zoomToCursor || !scope.domElement) {\n return\n }\n\n performCursorZoom = true\n\n const rect = scope.domElement.getBoundingClientRect()\n const x = event.clientX - rect.left\n const y = event.clientY - rect.top\n const w = rect.width\n const h = rect.height\n\n mouse.x = (x / w) * 2 - 1\n mouse.y = -(y / h) * 2 + 1\n\n dollyDirection.set(mouse.x, mouse.y, 1).unproject(scope.object).sub(scope.object.position).normalize()\n }\n\n function clampDistance(dist: number): number {\n return Math.max(scope.minDistance, Math.min(scope.maxDistance, dist))\n }\n\n //\n // event callbacks - update the object state\n //\n\n function handleMouseDownRotate(event: MouseEvent) {\n rotateStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownDolly(event: MouseEvent) {\n updateMouseParameters(event)\n dollyStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownPan(event: MouseEvent) {\n panStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseMoveRotate(event: MouseEvent) {\n rotateEnd.set(event.clientX, event.clientY)\n rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)\n\n const element = scope.domElement\n\n if (element) {\n rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height\n rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)\n }\n rotateStart.copy(rotateEnd)\n scope.update()\n }\n\n function handleMouseMoveDolly(event: MouseEvent) {\n dollyEnd.set(event.clientX, event.clientY)\n dollyDelta.subVectors(dollyEnd, dollyStart)\n\n if (dollyDelta.y > 0) {\n dollyOut(getZoomScale())\n } else if (dollyDelta.y < 0) {\n dollyIn(getZoomScale())\n }\n\n dollyStart.copy(dollyEnd)\n scope.update()\n }\n\n function handleMouseMovePan(event: MouseEvent) {\n panEnd.set(event.clientX, event.clientY)\n panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)\n pan(panDelta.x, panDelta.y)\n panStart.copy(panEnd)\n scope.update()\n }\n\n function handleMouseWheel(event: WheelEvent) {\n updateMouseParameters(event)\n\n if (event.deltaY < 0) {\n dollyIn(getZoomScale())\n } else if (event.deltaY > 0) {\n dollyOut(getZoomScale())\n }\n\n scope.update()\n }\n\n function handleKeyDown(event: KeyboardEvent) {\n let needsUpdate = false\n\n switch (event.code) {\n case scope.keys.UP:\n pan(0, scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.BOTTOM:\n pan(0, -scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.LEFT:\n pan(scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n\n case scope.keys.RIGHT:\n pan(-scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n }\n\n if (needsUpdate) {\n // prevent the browser from scrolling on cursor keys\n event.preventDefault()\n scope.update()\n }\n }\n\n function handleTouchStartRotate() {\n if (pointers.length == 1) {\n rotateStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n rotateStart.set(x, y)\n }\n }\n\n function handleTouchStartPan() {\n if (pointers.length == 1) {\n panStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n panStart.set(x, y)\n }\n }\n\n function handleTouchStartDolly() {\n const dx = pointers[0].pageX - pointers[1].pageX\n const dy = pointers[0].pageY - pointers[1].pageY\n const distance = Math.sqrt(dx * dx + dy * dy)\n\n dollyStart.set(0, distance)\n }\n\n function handleTouchStartDollyPan() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enablePan) handleTouchStartPan()\n }\n\n function handleTouchStartDollyRotate() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enableRotate) handleTouchStartRotate()\n }\n\n function handleTouchMoveRotate(event: PointerEvent) {\n if (pointers.length == 1) {\n rotateEnd.set(event.pageX, event.pageY)\n } else {\n const position = getSecondPointerPosition(event)\n const x = 0.5 * (event.pageX + position.x)\n const y = 0.5 * (event.pageY + position.y)\n rotateEnd.set(x, y)\n }\n\n rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)\n\n const element = scope.domElement\n\n if (element) {\n rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height\n rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)\n }\n rotateStart.copy(rotateEnd)\n }\n\n function handleTouchMovePan(event: PointerEvent) {\n if (pointers.length == 1) {\n panEnd.set(event.pageX, event.pageY)\n } else {\n const position = getSecondPointerPosition(event)\n const x = 0.5 * (event.pageX + position.x)\n const y = 0.5 * (event.pageY + position.y)\n panEnd.set(x, y)\n }\n\n panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)\n pan(panDelta.x, panDelta.y)\n panStart.copy(panEnd)\n }\n\n function handleTouchMoveDolly(event: PointerEvent) {\n const position = getSecondPointerPosition(event)\n const dx = event.pageX - position.x\n const dy = event.pageY - position.y\n const distance = Math.sqrt(dx * dx + dy * dy)\n\n dollyEnd.set(0, distance)\n dollyDelta.set(0, Math.pow(dollyEnd.y / dollyStart.y, scope.zoomSpeed))\n dollyOut(dollyDelta.y)\n dollyStart.copy(dollyEnd)\n }\n\n function handleTouchMoveDollyPan(event: PointerEvent) {\n if (scope.enableZoom) handleTouchMoveDolly(event)\n if (scope.enablePan) handleTouchMovePan(event)\n }\n\n function handleTouchMoveDollyRotate(event: PointerEvent) {\n if (scope.enableZoom) handleTouchMoveDolly(event)\n if (scope.enableRotate) handleTouchMoveRotate(event)\n }\n\n //\n // event handlers - FSM: listen for events and reset state\n //\n\n function onPointerDown(event: PointerEvent) {\n if (scope.enabled === false) return\n\n if (pointers.length === 0) {\n scope.domElement?.ownerDocument.addEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.addEventListener('pointerup', onPointerUp)\n }\n\n addPointer(event)\n\n if (event.pointerType === 'touch') {\n onTouchStart(event)\n } else {\n onMouseDown(event)\n }\n }\n\n function onPointerMove(event: PointerEvent) {\n if (scope.enabled === false) return\n\n if (event.pointerType === 'touch') {\n onTouchMove(event)\n } else {\n onMouseMove(event)\n }\n }\n\n function onPointerUp(event: PointerEvent) {\n removePointer(event)\n\n if (pointers.length === 0) {\n scope.domElement?.releasePointerCapture(event.pointerId)\n\n scope.domElement?.ownerDocument.removeEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.removeEventListener('pointerup', onPointerUp)\n }\n\n scope.dispatchEvent(endEvent)\n\n state = STATE.NONE\n }\n\n function onPointerCancel(event: PointerEvent) {\n removePointer(event)\n }\n\n function onMouseDown(event: MouseEvent) {\n let mouseAction\n\n switch (event.button) {\n case 0:\n mouseAction = scope.mouseButtons.LEFT\n break\n\n case 1:\n mouseAction = scope.mouseButtons.MIDDLE\n break\n\n case 2:\n mouseAction = scope.mouseButtons.RIGHT\n break\n\n default:\n mouseAction = -1\n }\n\n switch (mouseAction) {\n case MOUSE.DOLLY:\n if (scope.enableZoom === false) return\n handleMouseDownDolly(event)\n state = STATE.DOLLY\n break\n\n case MOUSE.ROTATE:\n if (event.ctrlKey || event.metaKey || event.shiftKey) {\n if (scope.enablePan === false) return\n handleMouseDownPan(event)\n state = STATE.PAN\n } else {\n if (scope.enableRotate === false) return\n handleMouseDownRotate(event)\n state = STATE.ROTATE\n }\n break\n\n case MOUSE.PAN:\n if (event.ctrlKey || event.metaKey || event.shiftKey) {\n if (scope.enableRotate === false) return\n handleMouseDownRotate(event)\n state = STATE.ROTATE\n } else {\n if (scope.enablePan === false) return\n handleMouseDownPan(event)\n state = STATE.PAN\n }\n break\n\n default:\n state = STATE.NONE\n }\n\n if (state !== STATE.NONE) {\n scope.dispatchEvent(startEvent)\n }\n }\n\n function onMouseMove(event: MouseEvent) {\n if (scope.enabled === false) return\n\n switch (state) {\n case STATE.ROTATE:\n if (scope.enableRotate === false) return\n handleMouseMoveRotate(event)\n break\n\n case STATE.DOLLY:\n if (scope.enableZoom === false) return\n handleMouseMoveDolly(event)\n break\n\n case STATE.PAN:\n if (scope.enablePan === false) return\n handleMouseMovePan(event)\n break\n }\n }\n\n function onMouseWheel(event: WheelEvent) {\n if (scope.enabled === false || scope.enableZoom === false || (state !== STATE.NONE && state !== STATE.ROTATE)) {\n return\n }\n\n event.preventDefault()\n\n scope.dispatchEvent(startEvent)\n\n handleMouseWheel(event)\n\n scope.dispatchEvent(endEvent)\n }\n\n function onKeyDown(event: KeyboardEvent) {\n if (scope.enabled === false || scope.enablePan === false) return\n handleKeyDown(event)\n }\n\n function onTouchStart(event: PointerEvent) {\n trackPointer(event)\n\n switch (pointers.length) {\n case 1:\n switch (scope.touches.ONE) {\n case TOUCH.ROTATE:\n if (scope.enableRotate === false) return\n handleTouchStartRotate()\n state = STATE.TOUCH_ROTATE\n break\n\n case TOUCH.PAN:\n if (scope.enablePan === false) return\n handleTouchStartPan()\n state = STATE.TOUCH_PAN\n break\n\n default:\n state = STATE.NONE\n }\n\n break\n\n case 2:\n switch (scope.touches.TWO) {\n case TOUCH.DOLLY_PAN:\n if (scope.enableZoom === false && scope.enablePan === false) return\n handleTouchStartDollyPan()\n state = STATE.TOUCH_DOLLY_PAN\n break\n\n case TOUCH.DOLLY_ROTATE:\n if (scope.enableZoom === false && scope.enableRotate === false) return\n handleTouchStartDollyRotate()\n state = STATE.TOUCH_DOLLY_ROTATE\n break\n\n default:\n state = STATE.NONE\n }\n\n break\n\n default:\n state = STATE.NONE\n }\n\n if (state !== STATE.NONE) {\n scope.dispatchEvent(startEvent)\n }\n }\n\n function onTouchMove(event: PointerEvent) {\n trackPointer(event)\n\n switch (state) {\n case STATE.TOUCH_ROTATE:\n if (scope.enableRotate === false) return\n handleTouchMoveRotate(event)\n scope.update()\n break\n\n case STATE.TOUCH_PAN:\n if (scope.enablePan === false) return\n handleTouchMovePan(event)\n scope.update()\n break\n\n case STATE.TOUCH_DOLLY_PAN:\n if (scope.enableZoom === false && scope.enablePan === false) return\n handleTouchMoveDollyPan(event)\n scope.update()\n break\n\n case STATE.TOUCH_DOLLY_ROTATE:\n if (scope.enableZoom === false && scope.enableRotate === false) return\n handleTouchMoveDollyRotate(event)\n scope.update()\n break\n\n default:\n state = STATE.NONE\n }\n }\n\n function onContextMenu(event: Event) {\n if (scope.enabled === false) return\n event.preventDefault()\n }\n\n function addPointer(event: PointerEvent) {\n pointers.push(event)\n }\n\n function removePointer(event: PointerEvent) {\n delete pointerPositions[event.pointerId]\n\n for (let i = 0; i < pointers.length; i++) {\n if (pointers[i].pointerId == event.pointerId) {\n pointers.splice(i, 1)\n return\n }\n }\n }\n\n function trackPointer(event: PointerEvent) {\n let position = pointerPositions[event.pointerId]\n\n if (position === undefined) {\n position = new Vector2()\n pointerPositions[event.pointerId] = position\n }\n\n position.set(event.pageX, event.pageY)\n }\n\n function getSecondPointerPosition(event: PointerEvent) {\n const pointer = event.pointerId === pointers[0].pointerId ? pointers[1] : pointers[0]\n return pointerPositions[pointer.pointerId]\n }\n\n // connect events\n if (domElement !== undefined) this.connect(domElement)\n // force an update at start\n this.update()\n }\n}\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n// This is very similar to OrbitControls, another set of touch behavior\n//\n// Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - left mouse, or arrow keys / touch: one-finger move\n\nclass MapControls extends OrbitControls {\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super(object, domElement)\n\n this.screenSpacePanning = false // pan orthogonal to world-space direction camera.up\n\n this.mouseButtons.LEFT = MOUSE.PAN\n this.mouseButtons.RIGHT = MOUSE.ROTATE\n\n this.touches.ONE = TOUCH.PAN\n this.touches.TWO = TOUCH.DOLLY_ROTATE\n }\n}\n\nexport { OrbitControls, MapControls 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+ {"version":3,"file":"OrbitControls.cjs","sources":["../../src/controls/OrbitControls.ts"],"sourcesContent":["import {\n EventDispatcher,\n Matrix4,\n MOUSE,\n OrthographicCamera,\n PerspectiveCamera,\n Quaternion,\n Spherical,\n TOUCH,\n Vector2,\n Vector3,\n Ray,\n Plane,\n} from 'three'\n\nconst _ray = new Ray()\nconst _plane = new Plane()\nconst TILT_LIMIT = Math.cos(70 * (Math.PI / 180))\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n//\n// Orbit - left mouse / touch: one-finger move\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move\n\nconst moduloWrapAround = (offset: number, capacity: number) => ((offset % capacity) + capacity) % capacity\n\nclass OrbitControls extends EventDispatcher {\n object: PerspectiveCamera | OrthographicCamera\n domElement: HTMLElement | undefined\n // Set to false to disable this control\n enabled = true\n // \"target\" sets the location of focus, where the object orbits around\n target = new Vector3()\n // How far you can dolly in and out ( PerspectiveCamera only )\n minDistance = 0\n maxDistance = Infinity\n // How far you can zoom in and out ( OrthographicCamera only )\n minZoom = 0\n maxZoom = Infinity\n // How far you can orbit vertically, upper and lower limits.\n // Range is 0 to Math.PI radians.\n minPolarAngle = 0 // radians\n maxPolarAngle = Math.PI // radians\n // How far you can orbit horizontally, upper and lower limits.\n // If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )\n minAzimuthAngle = -Infinity // radians\n maxAzimuthAngle = Infinity // radians\n // Set to true to enable damping (inertia)\n // If damping is enabled, you must call controls.update() in your animation loop\n enableDamping = false\n dampingFactor = 0.05\n // This option actually enables dollying in and out; left as \"zoom\" for backwards compatibility.\n // Set to false to disable zooming\n enableZoom = true\n zoomSpeed = 1.0\n // Set to false to disable rotating\n enableRotate = true\n rotateSpeed = 1.0\n // Set to false to disable panning\n enablePan = true\n panSpeed = 1.0\n screenSpacePanning = true // if false, pan orthogonal to world-space direction camera.up\n keyPanSpeed = 7.0 // pixels moved per arrow key push\n zoomToCursor = false\n // Set to true to automatically rotate around the target\n // If auto-rotate is enabled, you must call controls.update() in your animation loop\n autoRotate = false\n autoRotateSpeed = 2.0 // 30 seconds per orbit when fps is 60\n reverseOrbit = false // true if you want to reverse the orbit to mouse drag from left to right = orbits left\n reverseHorizontalOrbit = false // true if you want to reverse the horizontal orbit direction\n reverseVerticalOrbit = false // true if you want to reverse the vertical orbit direction\n // The four arrow keys\n keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' }\n // Mouse buttons\n mouseButtons: Partial<{\n LEFT: MOUSE\n MIDDLE: MOUSE\n RIGHT: MOUSE\n }> = {\n LEFT: MOUSE.ROTATE,\n MIDDLE: MOUSE.DOLLY,\n RIGHT: MOUSE.PAN,\n }\n // Touch fingers\n touches: Partial<{\n ONE: TOUCH\n TWO: TOUCH\n }> = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN }\n target0: Vector3\n position0: Vector3\n zoom0: number\n // the target DOM element for key events\n _domElementKeyEvents: any = null\n\n getPolarAngle: () => number\n getAzimuthalAngle: () => number\n setPolarAngle: (x: number) => void\n setAzimuthalAngle: (x: number) => void\n getDistance: () => number\n\n listenToKeyEvents: (domElement: HTMLElement) => void\n stopListenToKeyEvents: () => void\n saveState: () => void\n reset: () => void\n update: () => void\n connect: (domElement: HTMLElement) => void\n dispose: () => void\n\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super()\n\n this.object = object\n this.domElement = domElement\n\n // for reset\n this.target0 = this.target.clone()\n this.position0 = this.object.position.clone()\n this.zoom0 = this.object.zoom\n\n //\n // public methods\n //\n\n this.getPolarAngle = (): number => spherical.phi\n\n this.getAzimuthalAngle = (): number => spherical.theta\n\n this.setPolarAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let phi = moduloWrapAround(value, 2 * Math.PI)\n let currentPhi = spherical.phi\n\n // convert to the equivalent shortest angle\n if (currentPhi < 0) currentPhi += 2 * Math.PI\n if (phi < 0) phi += 2 * Math.PI\n let phiDist = Math.abs(phi - currentPhi)\n if (2 * Math.PI - phiDist < phiDist) {\n if (phi < currentPhi) {\n phi += 2 * Math.PI\n } else {\n currentPhi += 2 * Math.PI\n }\n }\n sphericalDelta.phi = phi - currentPhi\n scope.update()\n }\n\n this.setAzimuthalAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let theta = moduloWrapAround(value, 2 * Math.PI)\n let currentTheta = spherical.theta\n\n // convert to the equivalent shortest angle\n if (currentTheta < 0) currentTheta += 2 * Math.PI\n if (theta < 0) theta += 2 * Math.PI\n let thetaDist = Math.abs(theta - currentTheta)\n if (2 * Math.PI - thetaDist < thetaDist) {\n if (theta < currentTheta) {\n theta += 2 * Math.PI\n } else {\n currentTheta += 2 * Math.PI\n }\n }\n sphericalDelta.theta = theta - currentTheta\n scope.update()\n }\n\n this.getDistance = (): number => scope.object.position.distanceTo(scope.target)\n\n this.listenToKeyEvents = (domElement: HTMLElement): void => {\n domElement.addEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = domElement\n }\n\n this.stopListenToKeyEvents = (): void => {\n this._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = null\n }\n\n this.saveState = (): void => {\n scope.target0.copy(scope.target)\n scope.position0.copy(scope.object.position)\n scope.zoom0 = scope.object.zoom\n }\n\n this.reset = (): void => {\n scope.target.copy(scope.target0)\n scope.object.position.copy(scope.position0)\n scope.object.zoom = scope.zoom0\n scope.object.updateProjectionMatrix()\n\n scope.dispatchEvent(changeEvent)\n\n scope.update()\n\n state = STATE.NONE\n }\n\n // this method is exposed, but perhaps it would be better if we can make it private...\n this.update = ((): (() => void) => {\n const offset = new Vector3()\n const up = new Vector3(0, 1, 0)\n\n // so camera.up is the orbit axis\n const quat = new Quaternion().setFromUnitVectors(object.up, up)\n const quatInverse = quat.clone().invert()\n\n const lastPosition = new Vector3()\n const lastQuaternion = new Quaternion()\n\n const twoPI = 2 * Math.PI\n\n return function update(): boolean {\n const position = scope.object.position\n\n // update new up direction\n quat.setFromUnitVectors(object.up, up)\n quatInverse.copy(quat).invert()\n\n offset.copy(position).sub(scope.target)\n\n // rotate offset to \"y-axis-is-up\" space\n offset.applyQuaternion(quat)\n\n // angle from z-axis around y-axis\n spherical.setFromVector3(offset)\n\n if (scope.autoRotate && state === STATE.NONE) {\n rotateLeft(getAutoRotationAngle())\n }\n\n if (scope.enableDamping) {\n spherical.theta += sphericalDelta.theta * scope.dampingFactor\n spherical.phi += sphericalDelta.phi * scope.dampingFactor\n } else {\n spherical.theta += sphericalDelta.theta\n spherical.phi += sphericalDelta.phi\n }\n\n // restrict theta to be between desired limits\n\n let min = scope.minAzimuthAngle\n let max = scope.maxAzimuthAngle\n\n if (isFinite(min) && isFinite(max)) {\n if (min < -Math.PI) min += twoPI\n else if (min > Math.PI) min -= twoPI\n\n if (max < -Math.PI) max += twoPI\n else if (max > Math.PI) max -= twoPI\n\n if (min <= max) {\n spherical.theta = Math.max(min, Math.min(max, spherical.theta))\n } else {\n spherical.theta =\n spherical.theta > (min + max) / 2 ? Math.max(min, spherical.theta) : Math.min(max, spherical.theta)\n }\n }\n\n // restrict phi to be between desired limits\n spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi))\n spherical.makeSafe()\n\n // move target to panned location\n\n if (scope.enableDamping === true) {\n scope.target.addScaledVector(panOffset, scope.dampingFactor)\n } else {\n scope.target.add(panOffset)\n }\n\n // adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera\n // we adjust zoom later in these cases\n if (\n (scope.zoomToCursor && performCursorZoom) ||\n (scope.object as THREE.OrthographicCamera).isOrthographicCamera\n ) {\n spherical.radius = clampDistance(spherical.radius)\n } else {\n spherical.radius = clampDistance(spherical.radius * scale)\n }\n\n offset.setFromSpherical(spherical)\n\n // rotate offset back to \"camera-up-vector-is-up\" space\n offset.applyQuaternion(quatInverse)\n\n position.copy(scope.target).add(offset)\n\n if (!scope.object.matrixAutoUpdate) scope.object.updateMatrix()\n scope.object.lookAt(scope.target)\n\n if (scope.enableDamping === true) {\n sphericalDelta.theta *= 1 - scope.dampingFactor\n sphericalDelta.phi *= 1 - scope.dampingFactor\n\n panOffset.multiplyScalar(1 - scope.dampingFactor)\n } else {\n sphericalDelta.set(0, 0, 0)\n\n panOffset.set(0, 0, 0)\n }\n\n // adjust camera position\n let zoomChanged = false\n if (scope.zoomToCursor && performCursorZoom) {\n let newRadius = null\n if (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // move the camera down the pointer ray\n // this method avoids floating point error\n const prevRadius = offset.length()\n newRadius = clampDistance(prevRadius * scale)\n\n const radiusDelta = prevRadius - newRadius\n scope.object.position.addScaledVector(dollyDirection, radiusDelta)\n scope.object.updateMatrixWorld()\n } else if ((scope.object as THREE.OrthographicCamera).isOrthographicCamera) {\n // adjust the ortho camera position based on zoom changes\n const mouseBefore = new Vector3(mouse.x, mouse.y, 0)\n mouseBefore.unproject(scope.object)\n\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n zoomChanged = true\n\n const mouseAfter = new Vector3(mouse.x, mouse.y, 0)\n mouseAfter.unproject(scope.object)\n\n scope.object.position.sub(mouseAfter).add(mouseBefore)\n scope.object.updateMatrixWorld()\n\n newRadius = offset.length()\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.')\n scope.zoomToCursor = false\n }\n\n // handle the placement of the target\n if (newRadius !== null) {\n if (scope.screenSpacePanning) {\n // position the orbit target in front of the new camera position\n scope.target\n .set(0, 0, -1)\n .transformDirection(scope.object.matrix)\n .multiplyScalar(newRadius)\n .add(scope.object.position)\n } else {\n // get the ray and translation plane to compute target\n _ray.origin.copy(scope.object.position)\n _ray.direction.set(0, 0, -1).transformDirection(scope.object.matrix)\n\n // if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid\n // extremely large values\n if (Math.abs(scope.object.up.dot(_ray.direction)) < TILT_LIMIT) {\n object.lookAt(scope.target)\n } else {\n _plane.setFromNormalAndCoplanarPoint(scope.object.up, scope.target)\n _ray.intersectPlane(_plane, scope.target)\n }\n }\n }\n } else if (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n zoomChanged = true\n }\n\n scale = 1\n performCursorZoom = false\n\n // update condition is:\n // min(camera displacement, camera rotation in radians)^2 > EPS\n // using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\n if (\n zoomChanged ||\n lastPosition.distanceToSquared(scope.object.position) > EPS ||\n 8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS\n ) {\n scope.dispatchEvent(changeEvent)\n\n lastPosition.copy(scope.object.position)\n lastQuaternion.copy(scope.object.quaternion)\n zoomChanged = false\n\n return true\n }\n\n return false\n }\n })()\n\n // https://github.com/mrdoob/three.js/issues/20575\n this.connect = (domElement: HTMLElement): void => {\n if ((domElement as any) === document) {\n console.error(\n 'THREE.OrbitControls: \"document\" should not be used as the target \"domElement\". Please use \"renderer.domElement\" instead.',\n )\n }\n scope.domElement = domElement\n // disables touch scroll\n // touch-action needs to be defined for pointer events to work on mobile\n // https://stackoverflow.com/a/48254578\n scope.domElement.style.touchAction = 'none'\n scope.domElement.addEventListener('contextmenu', onContextMenu)\n scope.domElement.addEventListener('pointerdown', onPointerDown)\n scope.domElement.addEventListener('pointercancel', onPointerCancel)\n scope.domElement.addEventListener('wheel', onMouseWheel)\n }\n\n this.dispose = (): void => {\n scope.domElement?.removeEventListener('contextmenu', onContextMenu)\n scope.domElement?.removeEventListener('pointerdown', onPointerDown)\n scope.domElement?.removeEventListener('pointercancel', onPointerCancel)\n scope.domElement?.removeEventListener('wheel', onMouseWheel)\n scope.domElement?.ownerDocument.removeEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.removeEventListener('pointerup', onPointerUp)\n if (scope._domElementKeyEvents !== null) {\n scope._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n }\n //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?\n }\n\n //\n // internals\n //\n\n const scope = this\n\n const changeEvent = { type: 'change' }\n const startEvent = { type: 'start' }\n const endEvent = { type: 'end' }\n\n const STATE = {\n NONE: -1,\n ROTATE: 0,\n DOLLY: 1,\n PAN: 2,\n TOUCH_ROTATE: 3,\n TOUCH_PAN: 4,\n TOUCH_DOLLY_PAN: 5,\n TOUCH_DOLLY_ROTATE: 6,\n }\n\n let state = STATE.NONE\n\n const EPS = 0.000001\n\n // current position in spherical coordinates\n const spherical = new Spherical()\n const sphericalDelta = new Spherical()\n\n let scale = 1\n const panOffset = new Vector3()\n\n const rotateStart = new Vector2()\n const rotateEnd = new Vector2()\n const rotateDelta = new Vector2()\n\n const panStart = new Vector2()\n const panEnd = new Vector2()\n const panDelta = new Vector2()\n\n const dollyStart = new Vector2()\n const dollyEnd = new Vector2()\n const dollyDelta = new Vector2()\n\n const dollyDirection = new Vector3()\n const mouse = new Vector2()\n let performCursorZoom = false\n\n const pointers: PointerEvent[] = []\n const pointerPositions: { [key: string]: Vector2 } = {}\n\n function getAutoRotationAngle(): number {\n return ((2 * Math.PI) / 60 / 60) * scope.autoRotateSpeed\n }\n\n function getZoomScale(): number {\n return Math.pow(0.95, scope.zoomSpeed)\n }\n\n function rotateLeft(angle: number): void {\n if (scope.reverseOrbit || scope.reverseHorizontalOrbit) {\n sphericalDelta.theta += angle\n } else {\n sphericalDelta.theta -= angle\n }\n }\n\n function rotateUp(angle: number): void {\n if (scope.reverseOrbit || scope.reverseVerticalOrbit) {\n sphericalDelta.phi += angle\n } else {\n sphericalDelta.phi -= angle\n }\n }\n\n const panLeft = (() => {\n const v = new Vector3()\n\n return function panLeft(distance: number, objectMatrix: Matrix4) {\n v.setFromMatrixColumn(objectMatrix, 0) // get X column of objectMatrix\n v.multiplyScalar(-distance)\n\n panOffset.add(v)\n }\n })()\n\n const panUp = (() => {\n const v = new Vector3()\n\n return function panUp(distance: number, objectMatrix: Matrix4) {\n if (scope.screenSpacePanning === true) {\n v.setFromMatrixColumn(objectMatrix, 1)\n } else {\n v.setFromMatrixColumn(objectMatrix, 0)\n v.crossVectors(scope.object.up, v)\n }\n\n v.multiplyScalar(distance)\n\n panOffset.add(v)\n }\n })()\n\n // deltaX and deltaY are in pixels; right and down are positive\n const pan = (() => {\n const offset = new Vector3()\n\n return function pan(deltaX: number, deltaY: number) {\n const element = scope.domElement\n\n if (element && scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // perspective\n const position = scope.object.position\n offset.copy(position).sub(scope.target)\n let targetDistance = offset.length()\n\n // half of the fov is center to top of screen\n targetDistance *= Math.tan(((scope.object.fov / 2) * Math.PI) / 180.0)\n\n // we use only clientHeight here so aspect ratio does not distort speed\n panLeft((2 * deltaX * targetDistance) / element.clientHeight, scope.object.matrix)\n panUp((2 * deltaY * targetDistance) / element.clientHeight, scope.object.matrix)\n } else if (element && scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n // orthographic\n panLeft(\n (deltaX * (scope.object.right - scope.object.left)) / scope.object.zoom / element.clientWidth,\n scope.object.matrix,\n )\n panUp(\n (deltaY * (scope.object.top - scope.object.bottom)) / scope.object.zoom / element.clientHeight,\n scope.object.matrix,\n )\n } else {\n // camera neither orthographic nor perspective\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.')\n scope.enablePan = false\n }\n }\n })()\n\n function dollyOut(dollyScale: number) {\n if (\n (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) ||\n (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera)\n ) {\n scale /= dollyScale\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.')\n scope.enableZoom = false\n }\n }\n\n function dollyIn(dollyScale: number) {\n if (\n (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) ||\n (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera)\n ) {\n scale *= dollyScale\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.')\n scope.enableZoom = false\n }\n }\n\n function updateMouseParameters(event: MouseEvent): void {\n if (!scope.zoomToCursor || !scope.domElement) {\n return\n }\n\n performCursorZoom = true\n\n const rect = scope.domElement.getBoundingClientRect()\n const x = event.clientX - rect.left\n const y = event.clientY - rect.top\n const w = rect.width\n const h = rect.height\n\n mouse.x = (x / w) * 2 - 1\n mouse.y = -(y / h) * 2 + 1\n\n dollyDirection.set(mouse.x, mouse.y, 1).unproject(scope.object).sub(scope.object.position).normalize()\n }\n\n function clampDistance(dist: number): number {\n return Math.max(scope.minDistance, Math.min(scope.maxDistance, dist))\n }\n\n //\n // event callbacks - update the object state\n //\n\n function handleMouseDownRotate(event: MouseEvent) {\n rotateStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownDolly(event: MouseEvent) {\n updateMouseParameters(event)\n dollyStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownPan(event: MouseEvent) {\n panStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseMoveRotate(event: MouseEvent) {\n rotateEnd.set(event.clientX, event.clientY)\n rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)\n\n const element = scope.domElement\n\n if (element) {\n rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height\n rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)\n }\n rotateStart.copy(rotateEnd)\n scope.update()\n }\n\n function handleMouseMoveDolly(event: MouseEvent) {\n dollyEnd.set(event.clientX, event.clientY)\n dollyDelta.subVectors(dollyEnd, dollyStart)\n\n if (dollyDelta.y > 0) {\n dollyOut(getZoomScale())\n } else if (dollyDelta.y < 0) {\n dollyIn(getZoomScale())\n }\n\n dollyStart.copy(dollyEnd)\n scope.update()\n }\n\n function handleMouseMovePan(event: MouseEvent) {\n panEnd.set(event.clientX, event.clientY)\n panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)\n pan(panDelta.x, panDelta.y)\n panStart.copy(panEnd)\n scope.update()\n }\n\n function handleMouseWheel(event: WheelEvent) {\n updateMouseParameters(event)\n\n if (event.deltaY < 0) {\n dollyIn(getZoomScale())\n } else if (event.deltaY > 0) {\n dollyOut(getZoomScale())\n }\n\n scope.update()\n }\n\n function handleKeyDown(event: KeyboardEvent) {\n let needsUpdate = false\n\n switch (event.code) {\n case scope.keys.UP:\n pan(0, scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.BOTTOM:\n pan(0, -scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.LEFT:\n pan(scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n\n case scope.keys.RIGHT:\n pan(-scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n }\n\n if (needsUpdate) {\n // prevent the browser from scrolling on cursor keys\n event.preventDefault()\n scope.update()\n }\n }\n\n function handleTouchStartRotate() {\n if (pointers.length == 1) {\n rotateStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n rotateStart.set(x, y)\n }\n }\n\n function handleTouchStartPan() {\n if (pointers.length == 1) {\n panStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n panStart.set(x, y)\n }\n }\n\n function handleTouchStartDolly() {\n const dx = pointers[0].pageX - pointers[1].pageX\n const dy = pointers[0].pageY - pointers[1].pageY\n const distance = Math.sqrt(dx * dx + dy * dy)\n\n dollyStart.set(0, distance)\n }\n\n function handleTouchStartDollyPan() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enablePan) handleTouchStartPan()\n }\n\n function handleTouchStartDollyRotate() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enableRotate) handleTouchStartRotate()\n }\n\n function handleTouchMoveRotate(event: PointerEvent) {\n if (pointers.length == 1) {\n rotateEnd.set(event.pageX, event.pageY)\n } else {\n const position = getSecondPointerPosition(event)\n const x = 0.5 * (event.pageX + position.x)\n const y = 0.5 * (event.pageY + position.y)\n rotateEnd.set(x, y)\n }\n\n rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)\n\n const element = scope.domElement\n\n if (element) {\n rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height\n rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)\n }\n rotateStart.copy(rotateEnd)\n }\n\n function handleTouchMovePan(event: PointerEvent) {\n if (pointers.length == 1) {\n panEnd.set(event.pageX, event.pageY)\n } else {\n const position = getSecondPointerPosition(event)\n const x = 0.5 * (event.pageX + position.x)\n const y = 0.5 * (event.pageY + position.y)\n panEnd.set(x, y)\n }\n\n panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)\n pan(panDelta.x, panDelta.y)\n panStart.copy(panEnd)\n }\n\n function handleTouchMoveDolly(event: PointerEvent) {\n const position = getSecondPointerPosition(event)\n const dx = event.pageX - position.x\n const dy = event.pageY - position.y\n const distance = Math.sqrt(dx * dx + dy * dy)\n\n dollyEnd.set(0, distance)\n dollyDelta.set(0, Math.pow(dollyEnd.y / dollyStart.y, scope.zoomSpeed))\n dollyOut(dollyDelta.y)\n dollyStart.copy(dollyEnd)\n }\n\n function handleTouchMoveDollyPan(event: PointerEvent) {\n if (scope.enableZoom) handleTouchMoveDolly(event)\n if (scope.enablePan) handleTouchMovePan(event)\n }\n\n function handleTouchMoveDollyRotate(event: PointerEvent) {\n if (scope.enableZoom) handleTouchMoveDolly(event)\n if (scope.enableRotate) handleTouchMoveRotate(event)\n }\n\n //\n // event handlers - FSM: listen for events and reset state\n //\n\n function onPointerDown(event: PointerEvent) {\n if (scope.enabled === false) return\n\n if (pointers.length === 0) {\n scope.domElement?.ownerDocument.addEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.addEventListener('pointerup', onPointerUp)\n }\n\n addPointer(event)\n\n if (event.pointerType === 'touch') {\n onTouchStart(event)\n } else {\n onMouseDown(event)\n }\n }\n\n function onPointerMove(event: PointerEvent) {\n if (scope.enabled === false) return\n\n if (event.pointerType === 'touch') {\n onTouchMove(event)\n } else {\n onMouseMove(event)\n }\n }\n\n function onPointerUp(event: PointerEvent) {\n removePointer(event)\n\n if (pointers.length === 0) {\n scope.domElement?.releasePointerCapture(event.pointerId)\n\n scope.domElement?.ownerDocument.removeEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.removeEventListener('pointerup', onPointerUp)\n }\n\n scope.dispatchEvent(endEvent)\n\n state = STATE.NONE\n }\n\n function onPointerCancel(event: PointerEvent) {\n removePointer(event)\n }\n\n function onMouseDown(event: MouseEvent) {\n let mouseAction\n\n switch (event.button) {\n case 0:\n mouseAction = scope.mouseButtons.LEFT\n break\n\n case 1:\n mouseAction = scope.mouseButtons.MIDDLE\n break\n\n case 2:\n mouseAction = scope.mouseButtons.RIGHT\n break\n\n default:\n mouseAction = -1\n }\n\n switch (mouseAction) {\n case MOUSE.DOLLY:\n if (scope.enableZoom === false) return\n handleMouseDownDolly(event)\n state = STATE.DOLLY\n break\n\n case MOUSE.ROTATE:\n if (event.ctrlKey || event.metaKey || event.shiftKey) {\n if (scope.enablePan === false) return\n handleMouseDownPan(event)\n state = STATE.PAN\n } else {\n if (scope.enableRotate === false) return\n handleMouseDownRotate(event)\n state = STATE.ROTATE\n }\n break\n\n case MOUSE.PAN:\n if (event.ctrlKey || event.metaKey || event.shiftKey) {\n if (scope.enableRotate === false) return\n handleMouseDownRotate(event)\n state = STATE.ROTATE\n } else {\n if (scope.enablePan === false) return\n handleMouseDownPan(event)\n state = STATE.PAN\n }\n break\n\n default:\n state = STATE.NONE\n }\n\n if (state !== STATE.NONE) {\n scope.dispatchEvent(startEvent)\n }\n }\n\n function onMouseMove(event: MouseEvent) {\n if (scope.enabled === false) return\n\n switch (state) {\n case STATE.ROTATE:\n if (scope.enableRotate === false) 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(scope.enablePan === false) return\n handleTouchStartPan()\n state = STATE.TOUCH_PAN\n break\n\n default:\n state = STATE.NONE\n }\n\n break\n\n case 2:\n switch (scope.touches.TWO) {\n case TOUCH.DOLLY_PAN:\n if (scope.enableZoom === false && scope.enablePan === false) return\n handleTouchStartDollyPan()\n state = STATE.TOUCH_DOLLY_PAN\n break\n\n case TOUCH.DOLLY_ROTATE:\n if (scope.enableZoom === false && scope.enableRotate === false) return\n handleTouchStartDollyRotate()\n state = STATE.TOUCH_DOLLY_ROTATE\n break\n\n default:\n state = STATE.NONE\n }\n\n break\n\n default:\n state = STATE.NONE\n }\n\n if (state !== STATE.NONE) {\n scope.dispatchEvent(startEvent)\n }\n }\n\n function onTouchMove(event: PointerEvent) {\n trackPointer(event)\n\n switch (state) {\n case STATE.TOUCH_ROTATE:\n if (scope.enableRotate === false) return\n handleTouchMoveRotate(event)\n scope.update()\n break\n\n case STATE.TOUCH_PAN:\n if (scope.enablePan === false) return\n handleTouchMovePan(event)\n scope.update()\n break\n\n case STATE.TOUCH_DOLLY_PAN:\n if (scope.enableZoom === false && scope.enablePan === false) return\n handleTouchMoveDollyPan(event)\n scope.update()\n break\n\n case STATE.TOUCH_DOLLY_ROTATE:\n if (scope.enableZoom === false && scope.enableRotate === false) return\n handleTouchMoveDollyRotate(event)\n scope.update()\n break\n\n default:\n state = STATE.NONE\n }\n }\n\n function onContextMenu(event: Event) {\n if (scope.enabled === false) return\n event.preventDefault()\n }\n\n function addPointer(event: PointerEvent) {\n pointers.push(event)\n }\n\n function removePointer(event: PointerEvent) {\n delete pointerPositions[event.pointerId]\n\n for (let i = 0; i < pointers.length; i++) {\n if (pointers[i].pointerId == event.pointerId) {\n pointers.splice(i, 1)\n return\n }\n }\n }\n\n function trackPointer(event: PointerEvent) {\n let position = pointerPositions[event.pointerId]\n\n if (position === undefined) {\n position = new Vector2()\n pointerPositions[event.pointerId] = position\n }\n\n position.set(event.pageX, event.pageY)\n }\n\n function getSecondPointerPosition(event: PointerEvent) {\n const pointer = event.pointerId === pointers[0].pointerId ? pointers[1] : pointers[0]\n return pointerPositions[pointer.pointerId]\n }\n\n // connect events\n if (domElement !== undefined) this.connect(domElement)\n // force an update at start\n this.update()\n }\n}\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n// This is very similar to OrbitControls, another set of touch behavior\n//\n// Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - left mouse, or arrow keys / touch: one-finger move\n\nclass MapControls extends OrbitControls {\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super(object, domElement)\n\n this.screenSpacePanning = false // pan orthogonal to world-space direction camera.up\n\n this.mouseButtons.LEFT = MOUSE.PAN\n this.mouseButtons.RIGHT = MOUSE.ROTATE\n\n this.touches.ONE = TOUCH.PAN\n this.touches.TWO = TOUCH.DOLLY_ROTATE\n }\n}\n\nexport { OrbitControls, MapControls 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@@ -216,6 +216,8 @@ class OrbitControls extends EventDispatcher {
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  offset.setFromSpherical(spherical);
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  offset.applyQuaternion(quatInverse);
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  position.copy(scope.target).add(offset);
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+ if (!scope.object.matrixAutoUpdate)
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+ scope.object.updateMatrix();
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  scope.object.lookAt(scope.target);
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  if (scope.enableDamping === true) {
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  sphericalDelta.theta *= 1 - scope.dampingFactor;
@@ -1 +1 @@
1
- {"version":3,"file":"OrbitControls.js","sources":["../../src/controls/OrbitControls.ts"],"sourcesContent":["import {\n EventDispatcher,\n Matrix4,\n MOUSE,\n OrthographicCamera,\n PerspectiveCamera,\n Quaternion,\n Spherical,\n TOUCH,\n Vector2,\n Vector3,\n Ray,\n Plane,\n} from 'three'\n\nconst _ray = new Ray()\nconst _plane = new Plane()\nconst TILT_LIMIT = Math.cos(70 * (Math.PI / 180))\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n//\n// Orbit - left mouse / touch: one-finger move\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move\n\nconst moduloWrapAround = (offset: number, capacity: number) => ((offset % capacity) + capacity) % capacity\n\nclass OrbitControls extends EventDispatcher {\n object: PerspectiveCamera | OrthographicCamera\n domElement: HTMLElement | undefined\n // Set to false to disable this control\n enabled = true\n // \"target\" sets the location of focus, where the object orbits around\n target = new Vector3()\n // How far you can dolly in and out ( PerspectiveCamera only )\n minDistance = 0\n maxDistance = Infinity\n // How far you can zoom in and out ( OrthographicCamera only )\n minZoom = 0\n maxZoom = Infinity\n // How far you can orbit vertically, upper and lower limits.\n // Range is 0 to Math.PI radians.\n minPolarAngle = 0 // radians\n maxPolarAngle = Math.PI // radians\n // How far you can orbit horizontally, upper and lower limits.\n // If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )\n minAzimuthAngle = -Infinity // radians\n maxAzimuthAngle = Infinity // radians\n // Set to true to enable damping (inertia)\n // If damping is enabled, you must call controls.update() in your animation loop\n enableDamping = false\n dampingFactor = 0.05\n // This option actually enables dollying in and out; left as \"zoom\" for backwards compatibility.\n // Set to false to disable zooming\n enableZoom = true\n zoomSpeed = 1.0\n // Set to false to disable rotating\n enableRotate = true\n rotateSpeed = 1.0\n // Set to false to disable panning\n enablePan = true\n panSpeed = 1.0\n screenSpacePanning = true // if false, pan orthogonal to world-space direction camera.up\n keyPanSpeed = 7.0 // pixels moved per arrow key push\n zoomToCursor = false\n // Set to true to automatically rotate around the target\n // If auto-rotate is enabled, you must call controls.update() in your animation loop\n autoRotate = false\n autoRotateSpeed = 2.0 // 30 seconds per orbit when fps is 60\n reverseOrbit = false // true if you want to reverse the orbit to mouse drag from left to right = orbits left\n reverseHorizontalOrbit = false // true if you want to reverse the horizontal orbit direction\n reverseVerticalOrbit = false // true if you want to reverse the vertical orbit direction\n // The four arrow keys\n keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' }\n // Mouse buttons\n mouseButtons: Partial<{\n LEFT: MOUSE\n MIDDLE: MOUSE\n RIGHT: MOUSE\n }> = {\n LEFT: MOUSE.ROTATE,\n MIDDLE: MOUSE.DOLLY,\n RIGHT: MOUSE.PAN,\n }\n // Touch fingers\n touches: Partial<{\n ONE: TOUCH\n TWO: TOUCH\n }> = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN }\n target0: Vector3\n position0: Vector3\n zoom0: number\n // the target DOM element for key events\n _domElementKeyEvents: any = null\n\n getPolarAngle: () => number\n getAzimuthalAngle: () => number\n setPolarAngle: (x: number) => void\n setAzimuthalAngle: (x: number) => void\n getDistance: () => number\n\n listenToKeyEvents: (domElement: HTMLElement) => void\n stopListenToKeyEvents: () => void\n saveState: () => void\n reset: () => void\n update: () => void\n connect: (domElement: HTMLElement) => void\n dispose: () => void\n\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super()\n\n this.object = object\n this.domElement = domElement\n\n // for reset\n this.target0 = this.target.clone()\n this.position0 = this.object.position.clone()\n this.zoom0 = this.object.zoom\n\n //\n // public methods\n //\n\n this.getPolarAngle = (): number => spherical.phi\n\n this.getAzimuthalAngle = (): number => spherical.theta\n\n this.setPolarAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let phi = moduloWrapAround(value, 2 * Math.PI)\n let currentPhi = spherical.phi\n\n // convert to the equivalent shortest angle\n if (currentPhi < 0) currentPhi += 2 * Math.PI\n if (phi < 0) phi += 2 * Math.PI\n let phiDist = Math.abs(phi - currentPhi)\n if (2 * Math.PI - phiDist < phiDist) {\n if (phi < currentPhi) {\n phi += 2 * Math.PI\n } else {\n currentPhi += 2 * Math.PI\n }\n }\n sphericalDelta.phi = phi - currentPhi\n scope.update()\n }\n\n this.setAzimuthalAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let theta = moduloWrapAround(value, 2 * Math.PI)\n let currentTheta = spherical.theta\n\n // convert to the equivalent shortest angle\n if (currentTheta < 0) currentTheta += 2 * Math.PI\n if (theta < 0) theta += 2 * Math.PI\n let thetaDist = Math.abs(theta - currentTheta)\n if (2 * Math.PI - thetaDist < thetaDist) {\n if (theta < currentTheta) {\n theta += 2 * Math.PI\n } else {\n currentTheta += 2 * Math.PI\n }\n }\n sphericalDelta.theta = theta - currentTheta\n scope.update()\n }\n\n this.getDistance = (): number => scope.object.position.distanceTo(scope.target)\n\n this.listenToKeyEvents = (domElement: HTMLElement): void => {\n domElement.addEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = domElement\n }\n\n this.stopListenToKeyEvents = (): void => {\n this._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = null\n }\n\n this.saveState = (): void => {\n scope.target0.copy(scope.target)\n scope.position0.copy(scope.object.position)\n scope.zoom0 = scope.object.zoom\n }\n\n this.reset = (): void => {\n scope.target.copy(scope.target0)\n scope.object.position.copy(scope.position0)\n scope.object.zoom = scope.zoom0\n scope.object.updateProjectionMatrix()\n\n scope.dispatchEvent(changeEvent)\n\n scope.update()\n\n state = STATE.NONE\n }\n\n // this method is exposed, but perhaps it would be better if we can make it private...\n this.update = ((): (() => void) => {\n const offset = new Vector3()\n const up = new Vector3(0, 1, 0)\n\n // so camera.up is the orbit axis\n const quat = new Quaternion().setFromUnitVectors(object.up, up)\n const quatInverse = quat.clone().invert()\n\n const lastPosition = new Vector3()\n const lastQuaternion = new Quaternion()\n\n const twoPI = 2 * Math.PI\n\n return function update(): boolean {\n const position = scope.object.position\n\n // update new up direction\n quat.setFromUnitVectors(object.up, up)\n quatInverse.copy(quat).invert()\n\n offset.copy(position).sub(scope.target)\n\n // rotate offset to \"y-axis-is-up\" space\n offset.applyQuaternion(quat)\n\n // angle from z-axis around y-axis\n spherical.setFromVector3(offset)\n\n if (scope.autoRotate && state === STATE.NONE) {\n rotateLeft(getAutoRotationAngle())\n }\n\n if (scope.enableDamping) {\n spherical.theta += sphericalDelta.theta * scope.dampingFactor\n spherical.phi += sphericalDelta.phi * scope.dampingFactor\n } else {\n spherical.theta += sphericalDelta.theta\n spherical.phi += sphericalDelta.phi\n }\n\n // restrict theta to be between desired limits\n\n let min = scope.minAzimuthAngle\n let max = scope.maxAzimuthAngle\n\n if (isFinite(min) && isFinite(max)) {\n if (min < -Math.PI) min += twoPI\n else if (min > Math.PI) min -= twoPI\n\n if (max < -Math.PI) max += twoPI\n else if (max > Math.PI) max -= twoPI\n\n if (min <= max) {\n spherical.theta = Math.max(min, Math.min(max, spherical.theta))\n } else {\n spherical.theta =\n spherical.theta > (min + max) / 2 ? Math.max(min, spherical.theta) : Math.min(max, spherical.theta)\n }\n }\n\n // restrict phi to be between desired limits\n spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi))\n spherical.makeSafe()\n\n // move target to panned location\n\n if (scope.enableDamping === true) {\n scope.target.addScaledVector(panOffset, scope.dampingFactor)\n } else {\n scope.target.add(panOffset)\n }\n\n // adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera\n // we adjust zoom later in these cases\n if (\n (scope.zoomToCursor && performCursorZoom) ||\n (scope.object as THREE.OrthographicCamera).isOrthographicCamera\n ) {\n spherical.radius = clampDistance(spherical.radius)\n } else {\n spherical.radius = clampDistance(spherical.radius * scale)\n }\n\n offset.setFromSpherical(spherical)\n\n // rotate offset back to \"camera-up-vector-is-up\" space\n offset.applyQuaternion(quatInverse)\n\n position.copy(scope.target).add(offset)\n\n scope.object.lookAt(scope.target)\n\n if (scope.enableDamping === true) {\n sphericalDelta.theta *= 1 - scope.dampingFactor\n sphericalDelta.phi *= 1 - scope.dampingFactor\n\n panOffset.multiplyScalar(1 - scope.dampingFactor)\n } else {\n sphericalDelta.set(0, 0, 0)\n\n panOffset.set(0, 0, 0)\n }\n\n // adjust camera position\n let zoomChanged = false\n if (scope.zoomToCursor && performCursorZoom) {\n let newRadius = null\n if (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // move the camera down the pointer ray\n // this method avoids floating point error\n const prevRadius = offset.length()\n newRadius = clampDistance(prevRadius * scale)\n\n const radiusDelta = prevRadius - newRadius\n scope.object.position.addScaledVector(dollyDirection, radiusDelta)\n scope.object.updateMatrixWorld()\n } else if ((scope.object as THREE.OrthographicCamera).isOrthographicCamera) {\n // adjust the ortho camera position based on zoom changes\n const mouseBefore = new Vector3(mouse.x, mouse.y, 0)\n mouseBefore.unproject(scope.object)\n\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n zoomChanged = true\n\n const mouseAfter = new Vector3(mouse.x, mouse.y, 0)\n mouseAfter.unproject(scope.object)\n\n scope.object.position.sub(mouseAfter).add(mouseBefore)\n scope.object.updateMatrixWorld()\n\n newRadius = offset.length()\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.')\n scope.zoomToCursor = false\n }\n\n // handle the placement of the target\n if (newRadius !== null) {\n if (scope.screenSpacePanning) {\n // position the orbit target in front of the new camera position\n scope.target\n .set(0, 0, -1)\n .transformDirection(scope.object.matrix)\n .multiplyScalar(newRadius)\n .add(scope.object.position)\n } else {\n // get the ray and translation plane to compute target\n _ray.origin.copy(scope.object.position)\n _ray.direction.set(0, 0, -1).transformDirection(scope.object.matrix)\n\n // if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid\n // extremely large values\n if (Math.abs(scope.object.up.dot(_ray.direction)) < TILT_LIMIT) {\n object.lookAt(scope.target)\n } else {\n _plane.setFromNormalAndCoplanarPoint(scope.object.up, scope.target)\n _ray.intersectPlane(_plane, scope.target)\n }\n }\n }\n } else if (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n zoomChanged = true\n }\n\n scale = 1\n performCursorZoom = false\n\n // update condition is:\n // min(camera displacement, camera rotation in radians)^2 > EPS\n // using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\n if (\n zoomChanged ||\n lastPosition.distanceToSquared(scope.object.position) > EPS ||\n 8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS\n ) {\n scope.dispatchEvent(changeEvent)\n\n lastPosition.copy(scope.object.position)\n lastQuaternion.copy(scope.object.quaternion)\n zoomChanged = false\n\n return true\n }\n\n return false\n }\n })()\n\n // https://github.com/mrdoob/three.js/issues/20575\n this.connect = (domElement: HTMLElement): void => {\n if ((domElement as any) === document) {\n console.error(\n 'THREE.OrbitControls: \"document\" should not be used as the target \"domElement\". Please use \"renderer.domElement\" instead.',\n )\n }\n scope.domElement = domElement\n // disables touch scroll\n // touch-action needs to be defined for pointer events to work on mobile\n // https://stackoverflow.com/a/48254578\n scope.domElement.style.touchAction = 'none'\n scope.domElement.addEventListener('contextmenu', onContextMenu)\n scope.domElement.addEventListener('pointerdown', onPointerDown)\n scope.domElement.addEventListener('pointercancel', onPointerCancel)\n scope.domElement.addEventListener('wheel', onMouseWheel)\n }\n\n this.dispose = (): void => {\n scope.domElement?.removeEventListener('contextmenu', onContextMenu)\n scope.domElement?.removeEventListener('pointerdown', onPointerDown)\n scope.domElement?.removeEventListener('pointercancel', onPointerCancel)\n scope.domElement?.removeEventListener('wheel', onMouseWheel)\n scope.domElement?.ownerDocument.removeEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.removeEventListener('pointerup', onPointerUp)\n if (scope._domElementKeyEvents !== null) {\n scope._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n }\n //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?\n }\n\n //\n // internals\n //\n\n const scope = this\n\n const changeEvent = { type: 'change' }\n const startEvent = { type: 'start' }\n const endEvent = { type: 'end' }\n\n const STATE = {\n NONE: -1,\n ROTATE: 0,\n DOLLY: 1,\n PAN: 2,\n TOUCH_ROTATE: 3,\n TOUCH_PAN: 4,\n TOUCH_DOLLY_PAN: 5,\n TOUCH_DOLLY_ROTATE: 6,\n }\n\n let state = STATE.NONE\n\n const EPS = 0.000001\n\n // current position in spherical coordinates\n const spherical = new Spherical()\n const sphericalDelta = new Spherical()\n\n let scale = 1\n const panOffset = new Vector3()\n\n const rotateStart = new Vector2()\n const rotateEnd = new Vector2()\n const rotateDelta = new Vector2()\n\n const panStart = new Vector2()\n const panEnd = new Vector2()\n const panDelta = new Vector2()\n\n const dollyStart = new Vector2()\n const dollyEnd = new Vector2()\n const dollyDelta = new Vector2()\n\n const dollyDirection = new Vector3()\n const mouse = new Vector2()\n let performCursorZoom = false\n\n const pointers: PointerEvent[] = []\n const pointerPositions: { [key: string]: Vector2 } = {}\n\n function getAutoRotationAngle(): number {\n return ((2 * Math.PI) / 60 / 60) * scope.autoRotateSpeed\n }\n\n function getZoomScale(): number {\n return Math.pow(0.95, scope.zoomSpeed)\n }\n\n function rotateLeft(angle: number): void {\n if (scope.reverseOrbit || scope.reverseHorizontalOrbit) {\n sphericalDelta.theta += angle\n } else {\n sphericalDelta.theta -= angle\n }\n }\n\n function rotateUp(angle: number): void {\n if (scope.reverseOrbit || scope.reverseVerticalOrbit) {\n sphericalDelta.phi += angle\n } else {\n sphericalDelta.phi -= angle\n }\n }\n\n const panLeft = (() => {\n const v = new Vector3()\n\n return function panLeft(distance: number, objectMatrix: Matrix4) {\n v.setFromMatrixColumn(objectMatrix, 0) // get X column of objectMatrix\n v.multiplyScalar(-distance)\n\n panOffset.add(v)\n }\n })()\n\n const panUp = (() => {\n const v = new Vector3()\n\n return function panUp(distance: number, objectMatrix: Matrix4) {\n if (scope.screenSpacePanning === true) {\n v.setFromMatrixColumn(objectMatrix, 1)\n } else {\n v.setFromMatrixColumn(objectMatrix, 0)\n v.crossVectors(scope.object.up, v)\n }\n\n v.multiplyScalar(distance)\n\n panOffset.add(v)\n }\n })()\n\n // deltaX and deltaY are in pixels; right and down are positive\n const pan = (() => {\n const offset = new Vector3()\n\n return function pan(deltaX: number, deltaY: number) {\n const element = scope.domElement\n\n if (element && scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // perspective\n const position = scope.object.position\n offset.copy(position).sub(scope.target)\n let targetDistance = offset.length()\n\n // half of the fov is center to top of screen\n targetDistance *= Math.tan(((scope.object.fov / 2) * Math.PI) / 180.0)\n\n // we use only clientHeight here so aspect ratio does not distort speed\n panLeft((2 * deltaX * targetDistance) / element.clientHeight, scope.object.matrix)\n panUp((2 * deltaY * targetDistance) / element.clientHeight, scope.object.matrix)\n } else if (element && scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n // orthographic\n panLeft(\n (deltaX * (scope.object.right - scope.object.left)) / scope.object.zoom / element.clientWidth,\n scope.object.matrix,\n )\n panUp(\n (deltaY * (scope.object.top - scope.object.bottom)) / scope.object.zoom / element.clientHeight,\n scope.object.matrix,\n )\n } else {\n // camera neither orthographic nor perspective\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.')\n scope.enablePan = false\n }\n }\n })()\n\n function dollyOut(dollyScale: number) {\n if (\n (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) ||\n (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera)\n ) {\n scale /= dollyScale\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.')\n scope.enableZoom = false\n }\n }\n\n function dollyIn(dollyScale: number) {\n if (\n (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) ||\n (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera)\n ) {\n scale *= dollyScale\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.')\n scope.enableZoom = false\n }\n }\n\n function updateMouseParameters(event: MouseEvent): void {\n if (!scope.zoomToCursor || !scope.domElement) {\n return\n }\n\n performCursorZoom = true\n\n const rect = scope.domElement.getBoundingClientRect()\n const x = event.clientX - rect.left\n const y = event.clientY - rect.top\n const w = rect.width\n const h = rect.height\n\n mouse.x = (x / w) * 2 - 1\n mouse.y = -(y / h) * 2 + 1\n\n dollyDirection.set(mouse.x, mouse.y, 1).unproject(scope.object).sub(scope.object.position).normalize()\n }\n\n function clampDistance(dist: number): number {\n return Math.max(scope.minDistance, Math.min(scope.maxDistance, dist))\n }\n\n //\n // event callbacks - update the object state\n //\n\n function handleMouseDownRotate(event: MouseEvent) {\n rotateStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownDolly(event: MouseEvent) {\n updateMouseParameters(event)\n dollyStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownPan(event: MouseEvent) {\n panStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseMoveRotate(event: MouseEvent) {\n rotateEnd.set(event.clientX, event.clientY)\n rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)\n\n const element = scope.domElement\n\n if (element) {\n rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height\n rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)\n }\n rotateStart.copy(rotateEnd)\n scope.update()\n }\n\n function handleMouseMoveDolly(event: MouseEvent) {\n dollyEnd.set(event.clientX, event.clientY)\n dollyDelta.subVectors(dollyEnd, dollyStart)\n\n if (dollyDelta.y > 0) {\n dollyOut(getZoomScale())\n } else if (dollyDelta.y < 0) {\n dollyIn(getZoomScale())\n }\n\n dollyStart.copy(dollyEnd)\n scope.update()\n }\n\n function handleMouseMovePan(event: MouseEvent) {\n panEnd.set(event.clientX, event.clientY)\n panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)\n pan(panDelta.x, panDelta.y)\n panStart.copy(panEnd)\n scope.update()\n }\n\n function handleMouseWheel(event: WheelEvent) {\n updateMouseParameters(event)\n\n if (event.deltaY < 0) {\n dollyIn(getZoomScale())\n } else if (event.deltaY > 0) {\n dollyOut(getZoomScale())\n }\n\n scope.update()\n }\n\n function handleKeyDown(event: KeyboardEvent) {\n let needsUpdate = false\n\n switch (event.code) {\n case scope.keys.UP:\n pan(0, scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.BOTTOM:\n pan(0, -scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.LEFT:\n pan(scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n\n case scope.keys.RIGHT:\n pan(-scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n }\n\n if (needsUpdate) {\n // prevent the browser from scrolling on cursor keys\n event.preventDefault()\n scope.update()\n }\n }\n\n function handleTouchStartRotate() {\n if (pointers.length == 1) {\n rotateStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n rotateStart.set(x, y)\n }\n }\n\n function handleTouchStartPan() {\n if (pointers.length == 1) {\n panStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n panStart.set(x, y)\n }\n }\n\n function handleTouchStartDolly() {\n const dx = pointers[0].pageX - pointers[1].pageX\n const dy = pointers[0].pageY - pointers[1].pageY\n const distance = Math.sqrt(dx * dx + dy * dy)\n\n dollyStart.set(0, distance)\n }\n\n function handleTouchStartDollyPan() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enablePan) handleTouchStartPan()\n }\n\n function handleTouchStartDollyRotate() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enableRotate) handleTouchStartRotate()\n }\n\n function handleTouchMoveRotate(event: PointerEvent) {\n if (pointers.length == 1) {\n rotateEnd.set(event.pageX, event.pageY)\n } else {\n const position = getSecondPointerPosition(event)\n const x = 0.5 * (event.pageX + position.x)\n const y = 0.5 * (event.pageY + position.y)\n rotateEnd.set(x, y)\n }\n\n rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)\n\n const element = scope.domElement\n\n if (element) {\n rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height\n rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)\n }\n rotateStart.copy(rotateEnd)\n }\n\n function handleTouchMovePan(event: PointerEvent) {\n if (pointers.length == 1) {\n panEnd.set(event.pageX, event.pageY)\n } else {\n const position = getSecondPointerPosition(event)\n const x = 0.5 * (event.pageX + position.x)\n const y = 0.5 * (event.pageY + position.y)\n panEnd.set(x, y)\n }\n\n panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)\n pan(panDelta.x, panDelta.y)\n panStart.copy(panEnd)\n }\n\n function handleTouchMoveDolly(event: PointerEvent) {\n const position = getSecondPointerPosition(event)\n const dx = event.pageX - position.x\n const dy = event.pageY - position.y\n const distance = Math.sqrt(dx * dx + dy * dy)\n\n dollyEnd.set(0, distance)\n dollyDelta.set(0, Math.pow(dollyEnd.y / dollyStart.y, scope.zoomSpeed))\n dollyOut(dollyDelta.y)\n dollyStart.copy(dollyEnd)\n }\n\n function handleTouchMoveDollyPan(event: PointerEvent) {\n if (scope.enableZoom) handleTouchMoveDolly(event)\n if (scope.enablePan) handleTouchMovePan(event)\n }\n\n function handleTouchMoveDollyRotate(event: PointerEvent) {\n if (scope.enableZoom) handleTouchMoveDolly(event)\n if (scope.enableRotate) handleTouchMoveRotate(event)\n }\n\n //\n // event handlers - FSM: listen for events and reset state\n //\n\n function onPointerDown(event: PointerEvent) {\n if (scope.enabled === false) return\n\n if (pointers.length === 0) {\n scope.domElement?.ownerDocument.addEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.addEventListener('pointerup', onPointerUp)\n }\n\n addPointer(event)\n\n if (event.pointerType === 'touch') {\n onTouchStart(event)\n } else {\n onMouseDown(event)\n }\n }\n\n function onPointerMove(event: PointerEvent) {\n if (scope.enabled === false) return\n\n if (event.pointerType === 'touch') {\n onTouchMove(event)\n } else {\n onMouseMove(event)\n }\n }\n\n function onPointerUp(event: PointerEvent) {\n removePointer(event)\n\n if (pointers.length === 0) {\n scope.domElement?.releasePointerCapture(event.pointerId)\n\n scope.domElement?.ownerDocument.removeEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.removeEventListener('pointerup', onPointerUp)\n }\n\n scope.dispatchEvent(endEvent)\n\n state = STATE.NONE\n }\n\n function onPointerCancel(event: PointerEvent) {\n removePointer(event)\n }\n\n function onMouseDown(event: MouseEvent) {\n let mouseAction\n\n switch (event.button) {\n case 0:\n mouseAction = scope.mouseButtons.LEFT\n break\n\n case 1:\n mouseAction = scope.mouseButtons.MIDDLE\n break\n\n case 2:\n mouseAction = scope.mouseButtons.RIGHT\n break\n\n default:\n mouseAction = -1\n }\n\n switch (mouseAction) {\n case MOUSE.DOLLY:\n if (scope.enableZoom === false) return\n handleMouseDownDolly(event)\n state = STATE.DOLLY\n break\n\n case MOUSE.ROTATE:\n if (event.ctrlKey || event.metaKey || event.shiftKey) {\n if (scope.enablePan === false) return\n handleMouseDownPan(event)\n state = STATE.PAN\n } else {\n if (scope.enableRotate === false) return\n handleMouseDownRotate(event)\n state = STATE.ROTATE\n }\n break\n\n case MOUSE.PAN:\n if (event.ctrlKey || event.metaKey || event.shiftKey) {\n if (scope.enableRotate === false) return\n handleMouseDownRotate(event)\n state = STATE.ROTATE\n } else {\n if (scope.enablePan === false) return\n handleMouseDownPan(event)\n state = STATE.PAN\n }\n break\n\n default:\n state = STATE.NONE\n }\n\n if (state !== STATE.NONE) {\n scope.dispatchEvent(startEvent)\n }\n }\n\n function onMouseMove(event: MouseEvent) {\n if (scope.enabled === false) return\n\n switch (state) {\n case STATE.ROTATE:\n if (scope.enableRotate === false) 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(scope.enablePan === false) return\n handleTouchStartPan()\n state = STATE.TOUCH_PAN\n break\n\n default:\n state = STATE.NONE\n }\n\n break\n\n case 2:\n switch (scope.touches.TWO) {\n case TOUCH.DOLLY_PAN:\n if (scope.enableZoom === false && scope.enablePan === false) return\n handleTouchStartDollyPan()\n state = STATE.TOUCH_DOLLY_PAN\n break\n\n case TOUCH.DOLLY_ROTATE:\n if (scope.enableZoom === false && scope.enableRotate === false) return\n handleTouchStartDollyRotate()\n state = STATE.TOUCH_DOLLY_ROTATE\n break\n\n default:\n state = STATE.NONE\n }\n\n break\n\n default:\n state = STATE.NONE\n }\n\n if (state !== STATE.NONE) {\n scope.dispatchEvent(startEvent)\n }\n }\n\n function onTouchMove(event: PointerEvent) {\n trackPointer(event)\n\n switch (state) {\n case STATE.TOUCH_ROTATE:\n if (scope.enableRotate === false) return\n handleTouchMoveRotate(event)\n scope.update()\n break\n\n case STATE.TOUCH_PAN:\n if (scope.enablePan === false) return\n handleTouchMovePan(event)\n scope.update()\n break\n\n case STATE.TOUCH_DOLLY_PAN:\n if (scope.enableZoom === false && scope.enablePan === false) return\n handleTouchMoveDollyPan(event)\n scope.update()\n break\n\n case STATE.TOUCH_DOLLY_ROTATE:\n if (scope.enableZoom === false && scope.enableRotate === false) return\n handleTouchMoveDollyRotate(event)\n scope.update()\n break\n\n default:\n state = STATE.NONE\n }\n }\n\n function onContextMenu(event: Event) {\n if (scope.enabled === false) return\n event.preventDefault()\n }\n\n function addPointer(event: PointerEvent) {\n pointers.push(event)\n }\n\n function removePointer(event: PointerEvent) {\n delete pointerPositions[event.pointerId]\n\n for (let i = 0; i < pointers.length; i++) {\n if (pointers[i].pointerId == event.pointerId) {\n pointers.splice(i, 1)\n return\n }\n }\n }\n\n function trackPointer(event: PointerEvent) {\n let position = pointerPositions[event.pointerId]\n\n if (position === undefined) {\n position = new Vector2()\n pointerPositions[event.pointerId] = position\n }\n\n position.set(event.pageX, event.pageY)\n }\n\n function getSecondPointerPosition(event: PointerEvent) {\n const pointer = event.pointerId === pointers[0].pointerId ? pointers[1] : pointers[0]\n return pointerPositions[pointer.pointerId]\n }\n\n // connect events\n if (domElement !== undefined) this.connect(domElement)\n // force an update at start\n this.update()\n }\n}\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n// This is very similar to OrbitControls, another set of touch behavior\n//\n// Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - left mouse, or arrow keys / touch: one-finger move\n\nclass MapControls extends OrbitControls {\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super(object, domElement)\n\n this.screenSpacePanning = false // pan orthogonal to world-space direction camera.up\n\n this.mouseButtons.LEFT = MOUSE.PAN\n this.mouseButtons.RIGHT = MOUSE.ROTATE\n\n this.touches.ONE = TOUCH.PAN\n this.touches.TWO = TOUCH.DOLLY_ROTATE\n }\n}\n\nexport { OrbitControls, MapControls 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+ {"version":3,"file":"OrbitControls.js","sources":["../../src/controls/OrbitControls.ts"],"sourcesContent":["import {\n EventDispatcher,\n Matrix4,\n MOUSE,\n OrthographicCamera,\n PerspectiveCamera,\n Quaternion,\n Spherical,\n TOUCH,\n Vector2,\n Vector3,\n Ray,\n Plane,\n} from 'three'\n\nconst _ray = new Ray()\nconst _plane = new Plane()\nconst TILT_LIMIT = Math.cos(70 * (Math.PI / 180))\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n//\n// Orbit - left mouse / touch: one-finger move\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move\n\nconst moduloWrapAround = (offset: number, capacity: number) => ((offset % capacity) + capacity) % capacity\n\nclass OrbitControls extends EventDispatcher {\n object: PerspectiveCamera | OrthographicCamera\n domElement: HTMLElement | undefined\n // Set to false to disable this control\n enabled = true\n // \"target\" sets the location of focus, where the object orbits around\n target = new Vector3()\n // How far you can dolly in and out ( PerspectiveCamera only )\n minDistance = 0\n maxDistance = Infinity\n // How far you can zoom in and out ( OrthographicCamera only )\n minZoom = 0\n maxZoom = Infinity\n // How far you can orbit vertically, upper and lower limits.\n // Range is 0 to Math.PI radians.\n minPolarAngle = 0 // radians\n maxPolarAngle = Math.PI // radians\n // How far you can orbit horizontally, upper and lower limits.\n // If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )\n minAzimuthAngle = -Infinity // radians\n maxAzimuthAngle = Infinity // radians\n // Set to true to enable damping (inertia)\n // If damping is enabled, you must call controls.update() in your animation loop\n enableDamping = false\n dampingFactor = 0.05\n // This option actually enables dollying in and out; left as \"zoom\" for backwards compatibility.\n // Set to false to disable zooming\n enableZoom = true\n zoomSpeed = 1.0\n // Set to false to disable rotating\n enableRotate = true\n rotateSpeed = 1.0\n // Set to false to disable panning\n enablePan = true\n panSpeed = 1.0\n screenSpacePanning = true // if false, pan orthogonal to world-space direction camera.up\n keyPanSpeed = 7.0 // pixels moved per arrow key push\n zoomToCursor = false\n // Set to true to automatically rotate around the target\n // If auto-rotate is enabled, you must call controls.update() in your animation loop\n autoRotate = false\n autoRotateSpeed = 2.0 // 30 seconds per orbit when fps is 60\n reverseOrbit = false // true if you want to reverse the orbit to mouse drag from left to right = orbits left\n reverseHorizontalOrbit = false // true if you want to reverse the horizontal orbit direction\n reverseVerticalOrbit = false // true if you want to reverse the vertical orbit direction\n // The four arrow keys\n keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' }\n // Mouse buttons\n mouseButtons: Partial<{\n LEFT: MOUSE\n MIDDLE: MOUSE\n RIGHT: MOUSE\n }> = {\n LEFT: MOUSE.ROTATE,\n MIDDLE: MOUSE.DOLLY,\n RIGHT: MOUSE.PAN,\n }\n // Touch fingers\n touches: Partial<{\n ONE: TOUCH\n TWO: TOUCH\n }> = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN }\n target0: Vector3\n position0: Vector3\n zoom0: number\n // the target DOM element for key events\n _domElementKeyEvents: any = null\n\n getPolarAngle: () => number\n getAzimuthalAngle: () => number\n setPolarAngle: (x: number) => void\n setAzimuthalAngle: (x: number) => void\n getDistance: () => number\n\n listenToKeyEvents: (domElement: HTMLElement) => void\n stopListenToKeyEvents: () => void\n saveState: () => void\n reset: () => void\n update: () => void\n connect: (domElement: HTMLElement) => void\n dispose: () => void\n\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super()\n\n this.object = object\n this.domElement = domElement\n\n // for reset\n this.target0 = this.target.clone()\n this.position0 = this.object.position.clone()\n this.zoom0 = this.object.zoom\n\n //\n // public methods\n //\n\n this.getPolarAngle = (): number => spherical.phi\n\n this.getAzimuthalAngle = (): number => spherical.theta\n\n this.setPolarAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let phi = moduloWrapAround(value, 2 * Math.PI)\n let currentPhi = spherical.phi\n\n // convert to the equivalent shortest angle\n if (currentPhi < 0) currentPhi += 2 * Math.PI\n if (phi < 0) phi += 2 * Math.PI\n let phiDist = Math.abs(phi - currentPhi)\n if (2 * Math.PI - phiDist < phiDist) {\n if (phi < currentPhi) {\n phi += 2 * Math.PI\n } else {\n currentPhi += 2 * Math.PI\n }\n }\n sphericalDelta.phi = phi - currentPhi\n scope.update()\n }\n\n this.setAzimuthalAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let theta = moduloWrapAround(value, 2 * Math.PI)\n let currentTheta = spherical.theta\n\n // convert to the equivalent shortest angle\n if (currentTheta < 0) currentTheta += 2 * Math.PI\n if (theta < 0) theta += 2 * Math.PI\n let thetaDist = Math.abs(theta - currentTheta)\n if (2 * Math.PI - thetaDist < thetaDist) {\n if (theta < currentTheta) {\n theta += 2 * Math.PI\n } else {\n currentTheta += 2 * Math.PI\n }\n }\n sphericalDelta.theta = theta - currentTheta\n scope.update()\n }\n\n this.getDistance = (): number => scope.object.position.distanceTo(scope.target)\n\n this.listenToKeyEvents = (domElement: HTMLElement): void => {\n domElement.addEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = domElement\n }\n\n this.stopListenToKeyEvents = (): void => {\n this._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = null\n }\n\n this.saveState = (): void => {\n scope.target0.copy(scope.target)\n scope.position0.copy(scope.object.position)\n scope.zoom0 = scope.object.zoom\n }\n\n this.reset = (): void => {\n scope.target.copy(scope.target0)\n scope.object.position.copy(scope.position0)\n scope.object.zoom = scope.zoom0\n scope.object.updateProjectionMatrix()\n\n scope.dispatchEvent(changeEvent)\n\n scope.update()\n\n state = STATE.NONE\n }\n\n // this method is exposed, but perhaps it would be better if we can make it private...\n this.update = ((): (() => void) => {\n const offset = new Vector3()\n const up = new Vector3(0, 1, 0)\n\n // so camera.up is the orbit axis\n const quat = new Quaternion().setFromUnitVectors(object.up, up)\n const quatInverse = quat.clone().invert()\n\n const lastPosition = new Vector3()\n const lastQuaternion = new Quaternion()\n\n const twoPI = 2 * Math.PI\n\n return function update(): boolean {\n const position = scope.object.position\n\n // update new up direction\n quat.setFromUnitVectors(object.up, up)\n quatInverse.copy(quat).invert()\n\n offset.copy(position).sub(scope.target)\n\n // rotate offset to \"y-axis-is-up\" space\n offset.applyQuaternion(quat)\n\n // angle from z-axis around y-axis\n spherical.setFromVector3(offset)\n\n if (scope.autoRotate && state === STATE.NONE) {\n rotateLeft(getAutoRotationAngle())\n }\n\n if (scope.enableDamping) {\n spherical.theta += sphericalDelta.theta * scope.dampingFactor\n spherical.phi += sphericalDelta.phi * scope.dampingFactor\n } else {\n spherical.theta += sphericalDelta.theta\n spherical.phi += sphericalDelta.phi\n }\n\n // restrict theta to be between desired limits\n\n let min = scope.minAzimuthAngle\n let max = scope.maxAzimuthAngle\n\n if (isFinite(min) && isFinite(max)) {\n if (min < -Math.PI) min += twoPI\n else if (min > Math.PI) min -= twoPI\n\n if (max < -Math.PI) max += twoPI\n else if (max > Math.PI) max -= twoPI\n\n if (min <= max) {\n spherical.theta = Math.max(min, Math.min(max, spherical.theta))\n } else {\n spherical.theta =\n spherical.theta > (min + max) / 2 ? Math.max(min, spherical.theta) : Math.min(max, spherical.theta)\n }\n }\n\n // restrict phi to be between desired limits\n spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi))\n spherical.makeSafe()\n\n // move target to panned location\n\n if (scope.enableDamping === true) {\n scope.target.addScaledVector(panOffset, scope.dampingFactor)\n } else {\n scope.target.add(panOffset)\n }\n\n // adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera\n // we adjust zoom later in these cases\n if (\n (scope.zoomToCursor && performCursorZoom) ||\n (scope.object as THREE.OrthographicCamera).isOrthographicCamera\n ) {\n spherical.radius = clampDistance(spherical.radius)\n } else {\n spherical.radius = clampDistance(spherical.radius * scale)\n }\n\n offset.setFromSpherical(spherical)\n\n // rotate offset back to \"camera-up-vector-is-up\" space\n offset.applyQuaternion(quatInverse)\n\n position.copy(scope.target).add(offset)\n\n if (!scope.object.matrixAutoUpdate) scope.object.updateMatrix()\n scope.object.lookAt(scope.target)\n\n if (scope.enableDamping === true) {\n sphericalDelta.theta *= 1 - scope.dampingFactor\n sphericalDelta.phi *= 1 - scope.dampingFactor\n\n panOffset.multiplyScalar(1 - scope.dampingFactor)\n } else {\n sphericalDelta.set(0, 0, 0)\n\n panOffset.set(0, 0, 0)\n }\n\n // adjust camera position\n let zoomChanged = false\n if (scope.zoomToCursor && performCursorZoom) {\n let newRadius = null\n if (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // move the camera down the pointer ray\n // this method avoids floating point error\n const prevRadius = offset.length()\n newRadius = clampDistance(prevRadius * scale)\n\n const radiusDelta = prevRadius - newRadius\n scope.object.position.addScaledVector(dollyDirection, radiusDelta)\n scope.object.updateMatrixWorld()\n } else if ((scope.object as THREE.OrthographicCamera).isOrthographicCamera) {\n // adjust the ortho camera position based on zoom changes\n const mouseBefore = new Vector3(mouse.x, mouse.y, 0)\n mouseBefore.unproject(scope.object)\n\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n zoomChanged = true\n\n const mouseAfter = new Vector3(mouse.x, mouse.y, 0)\n mouseAfter.unproject(scope.object)\n\n scope.object.position.sub(mouseAfter).add(mouseBefore)\n scope.object.updateMatrixWorld()\n\n newRadius = offset.length()\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.')\n scope.zoomToCursor = false\n }\n\n // handle the placement of the target\n if (newRadius !== null) {\n if (scope.screenSpacePanning) {\n // position the orbit target in front of the new camera position\n scope.target\n .set(0, 0, -1)\n .transformDirection(scope.object.matrix)\n .multiplyScalar(newRadius)\n .add(scope.object.position)\n } else {\n // get the ray and translation plane to compute target\n _ray.origin.copy(scope.object.position)\n _ray.direction.set(0, 0, -1).transformDirection(scope.object.matrix)\n\n // if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid\n // extremely large values\n if (Math.abs(scope.object.up.dot(_ray.direction)) < TILT_LIMIT) {\n object.lookAt(scope.target)\n } else {\n _plane.setFromNormalAndCoplanarPoint(scope.object.up, scope.target)\n _ray.intersectPlane(_plane, scope.target)\n }\n }\n }\n } else if (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n zoomChanged = true\n }\n\n scale = 1\n performCursorZoom = false\n\n // update condition is:\n // min(camera displacement, camera rotation in radians)^2 > EPS\n // using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\n if (\n zoomChanged ||\n lastPosition.distanceToSquared(scope.object.position) > EPS ||\n 8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS\n ) {\n scope.dispatchEvent(changeEvent)\n\n lastPosition.copy(scope.object.position)\n lastQuaternion.copy(scope.object.quaternion)\n zoomChanged = false\n\n return true\n }\n\n return false\n }\n })()\n\n // https://github.com/mrdoob/three.js/issues/20575\n this.connect = (domElement: HTMLElement): void => {\n if ((domElement as any) === document) {\n console.error(\n 'THREE.OrbitControls: \"document\" should not be used as the target \"domElement\". Please use \"renderer.domElement\" instead.',\n )\n }\n scope.domElement = domElement\n // disables touch scroll\n // touch-action needs to be defined for pointer events to work on mobile\n // https://stackoverflow.com/a/48254578\n scope.domElement.style.touchAction = 'none'\n scope.domElement.addEventListener('contextmenu', onContextMenu)\n scope.domElement.addEventListener('pointerdown', onPointerDown)\n scope.domElement.addEventListener('pointercancel', onPointerCancel)\n scope.domElement.addEventListener('wheel', onMouseWheel)\n }\n\n this.dispose = (): void => {\n scope.domElement?.removeEventListener('contextmenu', onContextMenu)\n scope.domElement?.removeEventListener('pointerdown', onPointerDown)\n scope.domElement?.removeEventListener('pointercancel', onPointerCancel)\n scope.domElement?.removeEventListener('wheel', onMouseWheel)\n scope.domElement?.ownerDocument.removeEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.removeEventListener('pointerup', onPointerUp)\n if (scope._domElementKeyEvents !== null) {\n scope._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n }\n //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?\n }\n\n //\n // internals\n //\n\n const scope = this\n\n const changeEvent = { type: 'change' }\n const startEvent = { type: 'start' }\n const endEvent = { type: 'end' }\n\n const STATE = {\n NONE: -1,\n ROTATE: 0,\n DOLLY: 1,\n PAN: 2,\n TOUCH_ROTATE: 3,\n TOUCH_PAN: 4,\n TOUCH_DOLLY_PAN: 5,\n TOUCH_DOLLY_ROTATE: 6,\n }\n\n let state = STATE.NONE\n\n const EPS = 0.000001\n\n // current position in spherical coordinates\n const spherical = new Spherical()\n const sphericalDelta = new Spherical()\n\n let scale = 1\n const panOffset = new Vector3()\n\n const rotateStart = new Vector2()\n const rotateEnd = new Vector2()\n const rotateDelta = new Vector2()\n\n const panStart = new Vector2()\n const panEnd = new Vector2()\n const panDelta = new Vector2()\n\n const dollyStart = new Vector2()\n const dollyEnd = new Vector2()\n const dollyDelta = new Vector2()\n\n const dollyDirection = new Vector3()\n const mouse = new Vector2()\n let performCursorZoom = false\n\n const pointers: PointerEvent[] = []\n const pointerPositions: { [key: string]: Vector2 } = {}\n\n function getAutoRotationAngle(): number {\n return ((2 * Math.PI) / 60 / 60) * scope.autoRotateSpeed\n }\n\n function getZoomScale(): number {\n return Math.pow(0.95, scope.zoomSpeed)\n }\n\n function rotateLeft(angle: number): void {\n if (scope.reverseOrbit || scope.reverseHorizontalOrbit) {\n sphericalDelta.theta += angle\n } else {\n sphericalDelta.theta -= angle\n }\n }\n\n function rotateUp(angle: number): void {\n if (scope.reverseOrbit || scope.reverseVerticalOrbit) {\n sphericalDelta.phi += angle\n } else {\n sphericalDelta.phi -= angle\n }\n }\n\n const panLeft = (() => {\n const v = new Vector3()\n\n return function panLeft(distance: number, objectMatrix: Matrix4) {\n v.setFromMatrixColumn(objectMatrix, 0) // get X column of objectMatrix\n v.multiplyScalar(-distance)\n\n panOffset.add(v)\n }\n })()\n\n const panUp = (() => {\n const v = new Vector3()\n\n return function panUp(distance: number, objectMatrix: Matrix4) {\n if (scope.screenSpacePanning === true) {\n v.setFromMatrixColumn(objectMatrix, 1)\n } else {\n v.setFromMatrixColumn(objectMatrix, 0)\n v.crossVectors(scope.object.up, v)\n }\n\n v.multiplyScalar(distance)\n\n panOffset.add(v)\n }\n })()\n\n // deltaX and deltaY are in pixels; right and down are positive\n const pan = (() => {\n const offset = new Vector3()\n\n return function pan(deltaX: number, deltaY: number) {\n const element = scope.domElement\n\n if (element && scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // perspective\n const position = scope.object.position\n offset.copy(position).sub(scope.target)\n let targetDistance = offset.length()\n\n // half of the fov is center to top of screen\n targetDistance *= Math.tan(((scope.object.fov / 2) * Math.PI) / 180.0)\n\n // we use only clientHeight here so aspect ratio does not distort speed\n panLeft((2 * deltaX * targetDistance) / element.clientHeight, scope.object.matrix)\n panUp((2 * deltaY * targetDistance) / element.clientHeight, scope.object.matrix)\n } else if (element && scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n // orthographic\n panLeft(\n (deltaX * (scope.object.right - scope.object.left)) / scope.object.zoom / element.clientWidth,\n scope.object.matrix,\n )\n panUp(\n (deltaY * (scope.object.top - scope.object.bottom)) / scope.object.zoom / element.clientHeight,\n scope.object.matrix,\n )\n } else {\n // camera neither orthographic nor perspective\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.')\n scope.enablePan = false\n }\n }\n })()\n\n function dollyOut(dollyScale: number) {\n if (\n (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) ||\n (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera)\n ) {\n scale /= dollyScale\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.')\n scope.enableZoom = false\n }\n }\n\n function dollyIn(dollyScale: number) {\n if (\n (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) ||\n (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera)\n ) {\n scale *= dollyScale\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.')\n scope.enableZoom = false\n }\n }\n\n function updateMouseParameters(event: MouseEvent): void {\n if (!scope.zoomToCursor || !scope.domElement) {\n return\n }\n\n performCursorZoom = true\n\n const rect = scope.domElement.getBoundingClientRect()\n const x = event.clientX - rect.left\n const y = event.clientY - rect.top\n const w = rect.width\n const h = rect.height\n\n mouse.x = (x / w) * 2 - 1\n mouse.y = -(y / h) * 2 + 1\n\n dollyDirection.set(mouse.x, mouse.y, 1).unproject(scope.object).sub(scope.object.position).normalize()\n }\n\n function clampDistance(dist: number): number {\n return Math.max(scope.minDistance, Math.min(scope.maxDistance, dist))\n }\n\n //\n // event callbacks - update the object state\n //\n\n function handleMouseDownRotate(event: MouseEvent) {\n rotateStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownDolly(event: MouseEvent) {\n updateMouseParameters(event)\n dollyStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownPan(event: MouseEvent) {\n panStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseMoveRotate(event: MouseEvent) {\n rotateEnd.set(event.clientX, event.clientY)\n rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)\n\n const element = scope.domElement\n\n if (element) {\n rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height\n rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)\n }\n rotateStart.copy(rotateEnd)\n scope.update()\n }\n\n function handleMouseMoveDolly(event: MouseEvent) {\n dollyEnd.set(event.clientX, event.clientY)\n dollyDelta.subVectors(dollyEnd, dollyStart)\n\n if (dollyDelta.y > 0) {\n dollyOut(getZoomScale())\n } else if (dollyDelta.y < 0) {\n dollyIn(getZoomScale())\n }\n\n dollyStart.copy(dollyEnd)\n scope.update()\n }\n\n function handleMouseMovePan(event: MouseEvent) {\n panEnd.set(event.clientX, event.clientY)\n panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)\n pan(panDelta.x, panDelta.y)\n panStart.copy(panEnd)\n scope.update()\n }\n\n function handleMouseWheel(event: WheelEvent) {\n updateMouseParameters(event)\n\n if (event.deltaY < 0) {\n dollyIn(getZoomScale())\n } else if (event.deltaY > 0) {\n dollyOut(getZoomScale())\n }\n\n scope.update()\n }\n\n function handleKeyDown(event: KeyboardEvent) {\n let needsUpdate = false\n\n switch (event.code) {\n case scope.keys.UP:\n pan(0, scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.BOTTOM:\n pan(0, -scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.LEFT:\n pan(scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n\n case scope.keys.RIGHT:\n pan(-scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n }\n\n if (needsUpdate) {\n // prevent the browser from scrolling on cursor keys\n event.preventDefault()\n scope.update()\n }\n }\n\n function handleTouchStartRotate() {\n if (pointers.length == 1) {\n rotateStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n rotateStart.set(x, y)\n }\n }\n\n function handleTouchStartPan() {\n if (pointers.length == 1) {\n panStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n panStart.set(x, y)\n }\n }\n\n function handleTouchStartDolly() {\n const dx = pointers[0].pageX - pointers[1].pageX\n const dy = pointers[0].pageY - pointers[1].pageY\n const distance = Math.sqrt(dx * dx + dy * dy)\n\n dollyStart.set(0, distance)\n }\n\n function handleTouchStartDollyPan() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enablePan) handleTouchStartPan()\n }\n\n function handleTouchStartDollyRotate() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enableRotate) handleTouchStartRotate()\n }\n\n function handleTouchMoveRotate(event: PointerEvent) {\n if (pointers.length == 1) {\n rotateEnd.set(event.pageX, event.pageY)\n } else {\n const position = getSecondPointerPosition(event)\n const x = 0.5 * (event.pageX + position.x)\n const y = 0.5 * (event.pageY + position.y)\n rotateEnd.set(x, y)\n }\n\n rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)\n\n const element = scope.domElement\n\n if (element) {\n rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height\n rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)\n }\n rotateStart.copy(rotateEnd)\n }\n\n function handleTouchMovePan(event: PointerEvent) {\n if (pointers.length == 1) {\n panEnd.set(event.pageX, event.pageY)\n } else {\n const position = getSecondPointerPosition(event)\n const x = 0.5 * (event.pageX + position.x)\n const y = 0.5 * (event.pageY + position.y)\n panEnd.set(x, y)\n }\n\n panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)\n pan(panDelta.x, panDelta.y)\n panStart.copy(panEnd)\n }\n\n function handleTouchMoveDolly(event: PointerEvent) {\n const position = getSecondPointerPosition(event)\n const dx = event.pageX - position.x\n const dy = event.pageY - position.y\n const distance = Math.sqrt(dx * dx + dy * dy)\n\n dollyEnd.set(0, distance)\n dollyDelta.set(0, Math.pow(dollyEnd.y / dollyStart.y, scope.zoomSpeed))\n dollyOut(dollyDelta.y)\n dollyStart.copy(dollyEnd)\n }\n\n function handleTouchMoveDollyPan(event: PointerEvent) {\n if (scope.enableZoom) handleTouchMoveDolly(event)\n if (scope.enablePan) handleTouchMovePan(event)\n }\n\n function handleTouchMoveDollyRotate(event: PointerEvent) {\n if (scope.enableZoom) handleTouchMoveDolly(event)\n if (scope.enableRotate) handleTouchMoveRotate(event)\n }\n\n //\n // event handlers - FSM: listen for events and reset state\n //\n\n function onPointerDown(event: PointerEvent) {\n if (scope.enabled === false) return\n\n if (pointers.length === 0) {\n scope.domElement?.ownerDocument.addEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.addEventListener('pointerup', onPointerUp)\n }\n\n addPointer(event)\n\n if (event.pointerType === 'touch') {\n onTouchStart(event)\n } else {\n onMouseDown(event)\n }\n }\n\n function onPointerMove(event: PointerEvent) {\n if (scope.enabled === false) return\n\n if (event.pointerType === 'touch') {\n onTouchMove(event)\n } else {\n onMouseMove(event)\n }\n }\n\n function onPointerUp(event: PointerEvent) {\n removePointer(event)\n\n if (pointers.length === 0) {\n scope.domElement?.releasePointerCapture(event.pointerId)\n\n scope.domElement?.ownerDocument.removeEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.removeEventListener('pointerup', onPointerUp)\n }\n\n scope.dispatchEvent(endEvent)\n\n state = STATE.NONE\n }\n\n function onPointerCancel(event: PointerEvent) {\n removePointer(event)\n }\n\n function onMouseDown(event: MouseEvent) {\n let mouseAction\n\n switch (event.button) {\n case 0:\n mouseAction = scope.mouseButtons.LEFT\n break\n\n case 1:\n mouseAction = scope.mouseButtons.MIDDLE\n break\n\n case 2:\n mouseAction = scope.mouseButtons.RIGHT\n break\n\n default:\n mouseAction = -1\n }\n\n switch (mouseAction) {\n case MOUSE.DOLLY:\n if (scope.enableZoom === false) return\n handleMouseDownDolly(event)\n state = STATE.DOLLY\n break\n\n case MOUSE.ROTATE:\n if (event.ctrlKey || event.metaKey || event.shiftKey) {\n if (scope.enablePan === false) return\n handleMouseDownPan(event)\n state = STATE.PAN\n } else {\n if (scope.enableRotate === false) return\n handleMouseDownRotate(event)\n state = STATE.ROTATE\n }\n break\n\n case MOUSE.PAN:\n if (event.ctrlKey || event.metaKey || event.shiftKey) {\n if (scope.enableRotate === false) return\n handleMouseDownRotate(event)\n state = STATE.ROTATE\n } else {\n if (scope.enablePan === false) return\n handleMouseDownPan(event)\n state = STATE.PAN\n }\n break\n\n default:\n state = STATE.NONE\n }\n\n if (state !== STATE.NONE) {\n scope.dispatchEvent(startEvent)\n }\n }\n\n function onMouseMove(event: MouseEvent) {\n if (scope.enabled === false) return\n\n switch (state) {\n case STATE.ROTATE:\n if (scope.enableRotate === false) 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scope.update()\n break\n\n case STATE.TOUCH_DOLLY_PAN:\n if (scope.enableZoom === false && scope.enablePan === false) return\n handleTouchMoveDollyPan(event)\n scope.update()\n break\n\n case STATE.TOUCH_DOLLY_ROTATE:\n if (scope.enableZoom === false && scope.enableRotate === false) return\n handleTouchMoveDollyRotate(event)\n scope.update()\n break\n\n default:\n state = STATE.NONE\n }\n }\n\n function onContextMenu(event: Event) {\n if (scope.enabled === false) return\n event.preventDefault()\n }\n\n function addPointer(event: PointerEvent) {\n pointers.push(event)\n }\n\n function removePointer(event: PointerEvent) {\n delete pointerPositions[event.pointerId]\n\n for (let i = 0; i < pointers.length; i++) {\n if (pointers[i].pointerId == event.pointerId) {\n pointers.splice(i, 1)\n return\n }\n }\n }\n\n function trackPointer(event: PointerEvent) {\n let position = pointerPositions[event.pointerId]\n\n if (position === undefined) {\n position = new Vector2()\n pointerPositions[event.pointerId] = position\n }\n\n position.set(event.pageX, event.pageY)\n }\n\n function getSecondPointerPosition(event: PointerEvent) {\n const pointer = event.pointerId === pointers[0].pointerId ? pointers[1] : pointers[0]\n return pointerPositions[pointer.pointerId]\n }\n\n // connect events\n if (domElement !== undefined) this.connect(domElement)\n // force an update at start\n this.update()\n }\n}\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n// This is very similar to OrbitControls, another set of touch behavior\n//\n// Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - left mouse, or arrow keys / touch: one-finger move\n\nclass MapControls extends OrbitControls {\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super(object, domElement)\n\n this.screenSpacePanning = false // pan orthogonal to world-space direction camera.up\n\n this.mouseButtons.LEFT = MOUSE.PAN\n this.mouseButtons.RIGHT = MOUSE.ROTATE\n\n this.touches.ONE = TOUCH.PAN\n this.touches.TWO = TOUCH.DOLLY_ROTATE\n }\n}\n\nexport { OrbitControls, MapControls 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@@ -1,145 +1,124 @@
1
1
  "use strict";
2
- var __defProp = Object.defineProperty;
3
- var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
4
- var __publicField = (obj, key, value) => {
5
- __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
6
- return value;
7
- };
8
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
9
3
  const THREE = require("three");
10
4
  class STLExporter {
11
- constructor() {
12
- __publicField(this, "binary");
13
- __publicField(this, "output");
14
- __publicField(this, "offset");
15
- __publicField(this, "objects");
16
- __publicField(this, "triangles");
17
- __publicField(this, "vA");
18
- __publicField(this, "vB");
19
- __publicField(this, "vC");
20
- __publicField(this, "cb");
21
- __publicField(this, "ab");
22
- __publicField(this, "normal");
23
- this.binary = false;
24
- this.output = "";
25
- this.offset = 80;
26
- this.objects = [];
27
- this.triangles = 0;
28
- this.vA = new THREE.Vector3();
29
- this.vB = new THREE.Vector3();
30
- this.vC = new THREE.Vector3();
31
- this.cb = new THREE.Vector3();
32
- this.ab = new THREE.Vector3();
33
- this.normal = new THREE.Vector3();
34
- }
35
- parse(scene, options) {
36
- this.binary = options.binary !== void 0 ? options.binary : false;
37
- scene.traverse((object) => {
38
- if (object instanceof THREE.Mesh && object.isMesh) {
5
+ parse(scene, options = {}) {
6
+ options = Object.assign(
7
+ {
8
+ binary: false
9
+ },
10
+ options
11
+ );
12
+ const binary = options.binary;
13
+ const objects = [];
14
+ let triangles = 0;
15
+ scene.traverse(function(object) {
16
+ if (object.isMesh) {
39
17
  const geometry = object.geometry;
40
- if (!geometry.isBufferGeometry) {
41
- throw new Error("THREE.STLExporter: Geometry is not of type THREE.BufferGeometry.");
42
- }
43
18
  const index = geometry.index;
44
19
  const positionAttribute = geometry.getAttribute("position");
45
- this.triangles += index !== null ? index.count / 3 : positionAttribute.count / 3;
46
- this.objects.push({
20
+ triangles += index !== null ? index.count / 3 : positionAttribute.count / 3;
21
+ objects.push({
47
22
  object3d: object,
48
23
  geometry
49
24
  });
50
25
  }
51
26
  });
52
- if (this.binary) {
53
- const bufferLength = this.triangles * 2 + this.triangles * 3 * 4 * 4 + 80 + 4;
27
+ let output;
28
+ let offset = 80;
29
+ if (binary === true) {
30
+ const bufferLength = triangles * 2 + triangles * 3 * 4 * 4 + 80 + 4;
54
31
  const arrayBuffer = new ArrayBuffer(bufferLength);
55
- this.output = new DataView(arrayBuffer);
56
- this.output.setUint32(this.offset, this.triangles, true);
57
- this.offset += 4;
32
+ output = new DataView(arrayBuffer);
33
+ output.setUint32(offset, triangles, true);
34
+ offset += 4;
58
35
  } else {
59
- this.output = "";
60
- this.output += "solid exported\n";
36
+ output = "";
37
+ output += "solid exported\n";
61
38
  }
62
- for (let i = 0, il = this.objects.length; i < il; i++) {
63
- const object = this.objects[i].object3d;
64
- const geometry = this.objects[i].geometry;
39
+ const vA = new THREE.Vector3();
40
+ const vB = new THREE.Vector3();
41
+ const vC = new THREE.Vector3();
42
+ const cb = new THREE.Vector3();
43
+ const ab = new THREE.Vector3();
44
+ const normal = new THREE.Vector3();
45
+ for (let i = 0, il = objects.length; i < il; i++) {
46
+ const object = objects[i].object3d;
47
+ const geometry = objects[i].geometry;
65
48
  const index = geometry.index;
66
49
  const positionAttribute = geometry.getAttribute("position");
67
- if (object instanceof THREE.SkinnedMesh) {
68
- if (index !== null) {
69
- for (let j = 0; j < index.count; j += 3) {
70
- const a = index.getX(j + 0);
71
- const b = index.getX(j + 1);
72
- const c = index.getX(j + 2);
73
- this.writeFace(a, b, c, positionAttribute, object);
74
- }
75
- } else {
76
- for (let j = 0; j < positionAttribute.count; j += 3) {
77
- const a = j + 0;
78
- const b = j + 1;
79
- const c = j + 2;
80
- this.writeFace(a, b, c, positionAttribute, object);
81
- }
50
+ if (index !== null) {
51
+ for (let j = 0; j < index.count; j += 3) {
52
+ const a = index.getX(j + 0);
53
+ const b = index.getX(j + 1);
54
+ const c = index.getX(j + 2);
55
+ writeFace(a, b, c, positionAttribute, object);
56
+ }
57
+ } else {
58
+ for (let j = 0; j < positionAttribute.count; j += 3) {
59
+ const a = j + 0;
60
+ const b = j + 1;
61
+ const c = j + 2;
62
+ writeFace(a, b, c, positionAttribute, object);
82
63
  }
83
64
  }
84
65
  }
85
- if (!this.binary) {
86
- this.output += "endsolid exported\n";
66
+ if (binary === false) {
67
+ output += "endsolid exported\n";
87
68
  }
88
- return this.output;
89
- }
90
- writeFace(a, b, c, positionAttribute, object) {
91
- this.vA.fromBufferAttribute(positionAttribute, a);
92
- this.vB.fromBufferAttribute(positionAttribute, b);
93
- this.vC.fromBufferAttribute(positionAttribute, c);
94
- if (object.isSkinnedMesh) {
95
- object.boneTransform(a, this.vA);
96
- object.boneTransform(b, this.vB);
97
- object.boneTransform(c, this.vC);
98
- }
99
- this.vA.applyMatrix4(object.matrixWorld);
100
- this.vB.applyMatrix4(object.matrixWorld);
101
- this.vC.applyMatrix4(object.matrixWorld);
102
- this.writeNormal(this.vA, this.vB, this.vC);
103
- this.writeVertex(this.vA);
104
- this.writeVertex(this.vB);
105
- this.writeVertex(this.vC);
106
- if (this.binary && this.output instanceof DataView) {
107
- this.output.setUint16(this.offset, 0, true);
108
- this.offset += 2;
109
- } else {
110
- this.output += " endloop\n";
111
- this.output += " endfacet\n";
69
+ return output;
70
+ function writeFace(a, b, c, positionAttribute, object) {
71
+ vA.fromBufferAttribute(positionAttribute, a);
72
+ vB.fromBufferAttribute(positionAttribute, b);
73
+ vC.fromBufferAttribute(positionAttribute, c);
74
+ if (object.isSkinnedMesh === true) {
75
+ object.applyBoneTransform(a, vA);
76
+ object.applyBoneTransform(b, vB);
77
+ object.applyBoneTransform(c, vC);
78
+ }
79
+ vA.applyMatrix4(object.matrixWorld);
80
+ vB.applyMatrix4(object.matrixWorld);
81
+ vC.applyMatrix4(object.matrixWorld);
82
+ writeNormal(vA, vB, vC);
83
+ writeVertex(vA);
84
+ writeVertex(vB);
85
+ writeVertex(vC);
86
+ if (binary === true) {
87
+ output.setUint16(offset, 0, true);
88
+ offset += 2;
89
+ } else {
90
+ output += " endloop\n";
91
+ output += " endfacet\n";
92
+ }
112
93
  }
113
- }
114
- writeNormal(vA, vB, vC) {
115
- this.cb.subVectors(vC, vB);
116
- this.ab.subVectors(vA, vB);
117
- this.cb.cross(this.ab).normalize();
118
- this.normal.copy(this.cb).normalize();
119
- if (this.binary && this.output instanceof DataView) {
120
- this.output.setFloat32(this.offset, this.normal.x, true);
121
- this.offset += 4;
122
- this.output.setFloat32(this.offset, this.normal.y, true);
123
- this.offset += 4;
124
- this.output.setFloat32(this.offset, this.normal.z, true);
125
- this.offset += 4;
126
- } else {
127
- this.output += ` facet normal ${this.normal.x} ${this.normal.y} ${this.normal.z}
128
- `;
129
- this.output += " outer loop\n";
94
+ function writeNormal(vA2, vB2, vC2) {
95
+ cb.subVectors(vC2, vB2);
96
+ ab.subVectors(vA2, vB2);
97
+ cb.cross(ab).normalize();
98
+ normal.copy(cb).normalize();
99
+ if (binary === true) {
100
+ output.setFloat32(offset, normal.x, true);
101
+ offset += 4;
102
+ output.setFloat32(offset, normal.y, true);
103
+ offset += 4;
104
+ output.setFloat32(offset, normal.z, true);
105
+ offset += 4;
106
+ } else {
107
+ output += " facet normal " + normal.x + " " + normal.y + " " + normal.z + "\n";
108
+ output += " outer loop\n";
109
+ }
130
110
  }
131
- }
132
- writeVertex(vertex) {
133
- if (this.binary && this.output instanceof DataView) {
134
- this.output.setFloat32(this.offset, vertex.x, true);
135
- this.offset += 4;
136
- this.output.setFloat32(this.offset, vertex.y, true);
137
- this.offset += 4;
138
- this.output.setFloat32(this.offset, vertex.z, true);
139
- this.offset += 4;
140
- } else {
141
- this.output += ` vertex vertex.x vertex.y vertex.z
142
- `;
111
+ function writeVertex(vertex) {
112
+ if (binary === true) {
113
+ output.setFloat32(offset, vertex.x, true);
114
+ offset += 4;
115
+ output.setFloat32(offset, vertex.y, true);
116
+ offset += 4;
117
+ output.setFloat32(offset, vertex.z, true);
118
+ offset += 4;
119
+ } else {
120
+ output += " vertex " + vertex.x + " " + vertex.y + " " + vertex.z + "\n";
121
+ }
143
122
  }
144
123
  }
145
124
  }
@@ -1 +1 @@
1
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+ {"version":3,"file":"STLExporter.cjs","sources":["../../src/exporters/STLExporter.js"],"sourcesContent":["import { Vector3 } from 'three'\n\n/**\n * Usage:\n * const exporter = new STLExporter();\n *\n * // second argument is a list of options\n * const data = exporter.parse( mesh, { binary: true } );\n *\n */\n\nclass STLExporter {\n parse(scene, options = {}) {\n options = Object.assign(\n {\n binary: false,\n },\n options,\n )\n\n const binary = options.binary\n\n //\n\n const objects = []\n let triangles = 0\n\n scene.traverse(function (object) {\n if (object.isMesh) {\n const geometry = object.geometry\n\n const index = geometry.index\n const positionAttribute = geometry.getAttribute('position')\n\n triangles += index !== null ? index.count / 3 : positionAttribute.count / 3\n\n objects.push({\n object3d: object,\n geometry: geometry,\n })\n }\n })\n\n let output\n let offset = 80 // skip header\n\n if (binary === true) {\n const bufferLength = triangles * 2 + triangles * 3 * 4 * 4 + 80 + 4\n const arrayBuffer = new ArrayBuffer(bufferLength)\n output = new DataView(arrayBuffer)\n output.setUint32(offset, triangles, true)\n offset += 4\n } else {\n output = ''\n output += 'solid exported\\n'\n }\n\n const vA = new Vector3()\n const vB = new Vector3()\n const vC = new Vector3()\n const cb = new Vector3()\n const ab = new Vector3()\n const normal = new Vector3()\n\n for (let i = 0, il = objects.length; i < il; i++) {\n const object = objects[i].object3d\n const geometry = objects[i].geometry\n\n const index = geometry.index\n const positionAttribute = geometry.getAttribute('position')\n\n if (index !== null) {\n // indexed geometry\n\n for (let j = 0; j < index.count; j += 3) {\n const a = index.getX(j + 0)\n const b = index.getX(j + 1)\n const c = index.getX(j + 2)\n\n writeFace(a, b, c, positionAttribute, object)\n }\n } else {\n // non-indexed geometry\n\n for (let j = 0; j < positionAttribute.count; j += 3) {\n const a = j + 0\n const b = j + 1\n const c = j + 2\n\n writeFace(a, b, c, positionAttribute, object)\n }\n }\n }\n\n if (binary === false) {\n output += 'endsolid exported\\n'\n }\n\n return output\n\n function writeFace(a, b, c, positionAttribute, object) {\n vA.fromBufferAttribute(positionAttribute, a)\n vB.fromBufferAttribute(positionAttribute, b)\n vC.fromBufferAttribute(positionAttribute, c)\n\n if (object.isSkinnedMesh === true) {\n object.applyBoneTransform(a, vA)\n object.applyBoneTransform(b, vB)\n object.applyBoneTransform(c, vC)\n }\n\n vA.applyMatrix4(object.matrixWorld)\n vB.applyMatrix4(object.matrixWorld)\n vC.applyMatrix4(object.matrixWorld)\n\n writeNormal(vA, vB, vC)\n\n writeVertex(vA)\n writeVertex(vB)\n writeVertex(vC)\n\n if (binary === true) {\n output.setUint16(offset, 0, true)\n offset += 2\n } else {\n output += '\\t\\tendloop\\n'\n output += '\\tendfacet\\n'\n }\n }\n\n function writeNormal(vA, vB, vC) {\n cb.subVectors(vC, vB)\n ab.subVectors(vA, vB)\n cb.cross(ab).normalize()\n\n normal.copy(cb).normalize()\n\n if (binary === true) {\n output.setFloat32(offset, normal.x, true)\n offset += 4\n output.setFloat32(offset, normal.y, true)\n offset += 4\n output.setFloat32(offset, normal.z, true)\n offset += 4\n } else {\n output += '\\tfacet normal ' + normal.x + ' ' + normal.y + ' ' + normal.z + '\\n'\n output += '\\t\\touter loop\\n'\n }\n }\n\n function writeVertex(vertex) {\n if (binary === true) {\n output.setFloat32(offset, vertex.x, true)\n offset += 4\n output.setFloat32(offset, vertex.y, true)\n offset += 4\n output.setFloat32(offset, vertex.z, true)\n offset += 4\n } else {\n output += '\\t\\t\\tvertex ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\\n'\n }\n }\n }\n}\n\nexport { STLExporter 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@@ -1,31 +1,21 @@
1
- import { Object3D } from 'three';
2
- /**
3
- * Usage:
4
- * const exporter = new STLExporter();
5
- *
6
- * // second argument is a list of options
7
- * const data = exporter.parse( mesh, { binary: true } );
8
- *
9
- */
1
+ import { Object3D } from 'three'
2
+
3
+ export interface STLExporterOptionsBinary {
4
+ binary: true
5
+ }
6
+
7
+ export interface STLExporterOptionsString {
8
+ binary?: false
9
+ }
10
+
10
11
  export interface STLExporterOptions {
11
- binary?: boolean;
12
+ binary?: boolean
12
13
  }
13
- declare class STLExporter {
14
- private binary;
15
- private output;
16
- private offset;
17
- private objects;
18
- private triangles;
19
- private vA;
20
- private vB;
21
- private vC;
22
- private cb;
23
- private ab;
24
- private normal;
25
- constructor();
26
- parse(scene: Object3D, options: STLExporterOptions): string | DataView;
27
- private writeFace;
28
- private writeNormal;
29
- private writeVertex;
14
+
15
+ export class STLExporter {
16
+ constructor()
17
+
18
+ parse(scene: Object3D, options: STLExporterOptionsBinary): DataView
19
+ parse(scene: Object3D, options?: STLExporterOptionsString): string
20
+ parse(scene: Object3D, options?: STLExporterOptions): string | DataView
30
21
  }
31
- export { STLExporter };
@@ -1,143 +1,122 @@
1
- var __defProp = Object.defineProperty;
2
- var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
3
- var __publicField = (obj, key, value) => {
4
- __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
5
- return value;
6
- };
7
- import { Vector3, Mesh, SkinnedMesh } from "three";
1
+ import { Vector3 } from "three";
8
2
  class STLExporter {
9
- constructor() {
10
- __publicField(this, "binary");
11
- __publicField(this, "output");
12
- __publicField(this, "offset");
13
- __publicField(this, "objects");
14
- __publicField(this, "triangles");
15
- __publicField(this, "vA");
16
- __publicField(this, "vB");
17
- __publicField(this, "vC");
18
- __publicField(this, "cb");
19
- __publicField(this, "ab");
20
- __publicField(this, "normal");
21
- this.binary = false;
22
- this.output = "";
23
- this.offset = 80;
24
- this.objects = [];
25
- this.triangles = 0;
26
- this.vA = new Vector3();
27
- this.vB = new Vector3();
28
- this.vC = new Vector3();
29
- this.cb = new Vector3();
30
- this.ab = new Vector3();
31
- this.normal = new Vector3();
32
- }
33
- parse(scene, options) {
34
- this.binary = options.binary !== void 0 ? options.binary : false;
35
- scene.traverse((object) => {
36
- if (object instanceof Mesh && object.isMesh) {
3
+ parse(scene, options = {}) {
4
+ options = Object.assign(
5
+ {
6
+ binary: false
7
+ },
8
+ options
9
+ );
10
+ const binary = options.binary;
11
+ const objects = [];
12
+ let triangles = 0;
13
+ scene.traverse(function(object) {
14
+ if (object.isMesh) {
37
15
  const geometry = object.geometry;
38
- if (!geometry.isBufferGeometry) {
39
- throw new Error("THREE.STLExporter: Geometry is not of type THREE.BufferGeometry.");
40
- }
41
16
  const index = geometry.index;
42
17
  const positionAttribute = geometry.getAttribute("position");
43
- this.triangles += index !== null ? index.count / 3 : positionAttribute.count / 3;
44
- this.objects.push({
18
+ triangles += index !== null ? index.count / 3 : positionAttribute.count / 3;
19
+ objects.push({
45
20
  object3d: object,
46
21
  geometry
47
22
  });
48
23
  }
49
24
  });
50
- if (this.binary) {
51
- const bufferLength = this.triangles * 2 + this.triangles * 3 * 4 * 4 + 80 + 4;
25
+ let output;
26
+ let offset = 80;
27
+ if (binary === true) {
28
+ const bufferLength = triangles * 2 + triangles * 3 * 4 * 4 + 80 + 4;
52
29
  const arrayBuffer = new ArrayBuffer(bufferLength);
53
- this.output = new DataView(arrayBuffer);
54
- this.output.setUint32(this.offset, this.triangles, true);
55
- this.offset += 4;
30
+ output = new DataView(arrayBuffer);
31
+ output.setUint32(offset, triangles, true);
32
+ offset += 4;
56
33
  } else {
57
- this.output = "";
58
- this.output += "solid exported\n";
34
+ output = "";
35
+ output += "solid exported\n";
59
36
  }
60
- for (let i = 0, il = this.objects.length; i < il; i++) {
61
- const object = this.objects[i].object3d;
62
- const geometry = this.objects[i].geometry;
37
+ const vA = new Vector3();
38
+ const vB = new Vector3();
39
+ const vC = new Vector3();
40
+ const cb = new Vector3();
41
+ const ab = new Vector3();
42
+ const normal = new Vector3();
43
+ for (let i = 0, il = objects.length; i < il; i++) {
44
+ const object = objects[i].object3d;
45
+ const geometry = objects[i].geometry;
63
46
  const index = geometry.index;
64
47
  const positionAttribute = geometry.getAttribute("position");
65
- if (object instanceof SkinnedMesh) {
66
- if (index !== null) {
67
- for (let j = 0; j < index.count; j += 3) {
68
- const a = index.getX(j + 0);
69
- const b = index.getX(j + 1);
70
- const c = index.getX(j + 2);
71
- this.writeFace(a, b, c, positionAttribute, object);
72
- }
73
- } else {
74
- for (let j = 0; j < positionAttribute.count; j += 3) {
75
- const a = j + 0;
76
- const b = j + 1;
77
- const c = j + 2;
78
- this.writeFace(a, b, c, positionAttribute, object);
79
- }
48
+ if (index !== null) {
49
+ for (let j = 0; j < index.count; j += 3) {
50
+ const a = index.getX(j + 0);
51
+ const b = index.getX(j + 1);
52
+ const c = index.getX(j + 2);
53
+ writeFace(a, b, c, positionAttribute, object);
54
+ }
55
+ } else {
56
+ for (let j = 0; j < positionAttribute.count; j += 3) {
57
+ const a = j + 0;
58
+ const b = j + 1;
59
+ const c = j + 2;
60
+ writeFace(a, b, c, positionAttribute, object);
80
61
  }
81
62
  }
82
63
  }
83
- if (!this.binary) {
84
- this.output += "endsolid exported\n";
64
+ if (binary === false) {
65
+ output += "endsolid exported\n";
85
66
  }
86
- return this.output;
87
- }
88
- writeFace(a, b, c, positionAttribute, object) {
89
- this.vA.fromBufferAttribute(positionAttribute, a);
90
- this.vB.fromBufferAttribute(positionAttribute, b);
91
- this.vC.fromBufferAttribute(positionAttribute, c);
92
- if (object.isSkinnedMesh) {
93
- object.boneTransform(a, this.vA);
94
- object.boneTransform(b, this.vB);
95
- object.boneTransform(c, this.vC);
96
- }
97
- this.vA.applyMatrix4(object.matrixWorld);
98
- this.vB.applyMatrix4(object.matrixWorld);
99
- this.vC.applyMatrix4(object.matrixWorld);
100
- this.writeNormal(this.vA, this.vB, this.vC);
101
- this.writeVertex(this.vA);
102
- this.writeVertex(this.vB);
103
- this.writeVertex(this.vC);
104
- if (this.binary && this.output instanceof DataView) {
105
- this.output.setUint16(this.offset, 0, true);
106
- this.offset += 2;
107
- } else {
108
- this.output += " endloop\n";
109
- this.output += " endfacet\n";
67
+ return output;
68
+ function writeFace(a, b, c, positionAttribute, object) {
69
+ vA.fromBufferAttribute(positionAttribute, a);
70
+ vB.fromBufferAttribute(positionAttribute, b);
71
+ vC.fromBufferAttribute(positionAttribute, c);
72
+ if (object.isSkinnedMesh === true) {
73
+ object.applyBoneTransform(a, vA);
74
+ object.applyBoneTransform(b, vB);
75
+ object.applyBoneTransform(c, vC);
76
+ }
77
+ vA.applyMatrix4(object.matrixWorld);
78
+ vB.applyMatrix4(object.matrixWorld);
79
+ vC.applyMatrix4(object.matrixWorld);
80
+ writeNormal(vA, vB, vC);
81
+ writeVertex(vA);
82
+ writeVertex(vB);
83
+ writeVertex(vC);
84
+ if (binary === true) {
85
+ output.setUint16(offset, 0, true);
86
+ offset += 2;
87
+ } else {
88
+ output += " endloop\n";
89
+ output += " endfacet\n";
90
+ }
110
91
  }
111
- }
112
- writeNormal(vA, vB, vC) {
113
- this.cb.subVectors(vC, vB);
114
- this.ab.subVectors(vA, vB);
115
- this.cb.cross(this.ab).normalize();
116
- this.normal.copy(this.cb).normalize();
117
- if (this.binary && this.output instanceof DataView) {
118
- this.output.setFloat32(this.offset, this.normal.x, true);
119
- this.offset += 4;
120
- this.output.setFloat32(this.offset, this.normal.y, true);
121
- this.offset += 4;
122
- this.output.setFloat32(this.offset, this.normal.z, true);
123
- this.offset += 4;
124
- } else {
125
- this.output += ` facet normal ${this.normal.x} ${this.normal.y} ${this.normal.z}
126
- `;
127
- this.output += " outer loop\n";
92
+ function writeNormal(vA2, vB2, vC2) {
93
+ cb.subVectors(vC2, vB2);
94
+ ab.subVectors(vA2, vB2);
95
+ cb.cross(ab).normalize();
96
+ normal.copy(cb).normalize();
97
+ if (binary === true) {
98
+ output.setFloat32(offset, normal.x, true);
99
+ offset += 4;
100
+ output.setFloat32(offset, normal.y, true);
101
+ offset += 4;
102
+ output.setFloat32(offset, normal.z, true);
103
+ offset += 4;
104
+ } else {
105
+ output += " facet normal " + normal.x + " " + normal.y + " " + normal.z + "\n";
106
+ output += " outer loop\n";
107
+ }
128
108
  }
129
- }
130
- writeVertex(vertex) {
131
- if (this.binary && this.output instanceof DataView) {
132
- this.output.setFloat32(this.offset, vertex.x, true);
133
- this.offset += 4;
134
- this.output.setFloat32(this.offset, vertex.y, true);
135
- this.offset += 4;
136
- this.output.setFloat32(this.offset, vertex.z, true);
137
- this.offset += 4;
138
- } else {
139
- this.output += ` vertex vertex.x vertex.y vertex.z
140
- `;
109
+ function writeVertex(vertex) {
110
+ if (binary === true) {
111
+ output.setFloat32(offset, vertex.x, true);
112
+ offset += 4;
113
+ output.setFloat32(offset, vertex.y, true);
114
+ offset += 4;
115
+ output.setFloat32(offset, vertex.z, true);
116
+ offset += 4;
117
+ } else {
118
+ output += " vertex " + vertex.x + " " + vertex.y + " " + vertex.z + "\n";
119
+ }
141
120
  }
142
121
  }
143
122
  }
@@ -1 +1 @@
1
- {"version":3,"file":"STLExporter.js","sources":["../../src/exporters/STLExporter.ts"],"sourcesContent":["import { BufferAttribute, InterleavedBufferAttribute, Mesh, Object3D, PlaneGeometry, SkinnedMesh, Vector3 } from 'three'\n\n/**\n * Usage:\n * const exporter = new STLExporter();\n *\n * // second argument is a list of options\n * const data = exporter.parse( mesh, { binary: true } );\n *\n */\n\n// https://github.com/DefinitelyTyped/DefinitelyTyped/blob/f7ec78508c6797e42f87a4390735bc2c650a1bfd/types/three/examples/jsm/exporters/STLExporter.d.ts\nexport interface STLExporterOptions {\n binary?: boolean\n}\n\nclass STLExporter {\n private binary\n\n private output: string | DataView\n private offset\n\n private objects: { object3d: Object3D; geometry: PlaneGeometry }[]\n private triangles\n\n private vA\n private vB\n private vC\n private cb\n private ab\n private normal\n\n constructor() {\n this.binary = false\n\n this.output = ''\n this.offset = 80 // skip header\n\n this.objects = []\n this.triangles = 0\n\n this.vA = new Vector3()\n this.vB = new Vector3()\n this.vC = new Vector3()\n this.cb = new Vector3()\n this.ab = new Vector3()\n this.normal = new Vector3()\n }\n\n public parse(scene: Object3D, options: STLExporterOptions): string | DataView {\n this.binary = options.binary !== undefined ? options.binary : false\n\n //\n\n scene.traverse((object) => {\n if (object instanceof Mesh && object.isMesh) {\n const geometry = object.geometry\n\n if (!geometry.isBufferGeometry) {\n throw new Error('THREE.STLExporter: Geometry is not of type THREE.BufferGeometry.')\n }\n\n const index = geometry.index\n const positionAttribute = geometry.getAttribute('position')\n\n this.triangles += index !== null ? index.count / 3 : positionAttribute.count / 3\n\n this.objects.push({\n object3d: object,\n geometry: geometry,\n })\n }\n })\n\n if (this.binary) {\n const bufferLength = this.triangles * 2 + this.triangles * 3 * 4 * 4 + 80 + 4\n const arrayBuffer = new ArrayBuffer(bufferLength)\n this.output = new DataView(arrayBuffer)\n this.output.setUint32(this.offset, this.triangles, true)\n this.offset += 4\n } else {\n this.output = ''\n this.output += 'solid exported\\n'\n }\n\n for (let i = 0, il = this.objects.length; i < il; i++) {\n const object = this.objects[i].object3d\n const geometry = this.objects[i].geometry\n\n const index = geometry.index\n const positionAttribute = geometry.getAttribute('position')\n\n if (object instanceof SkinnedMesh) {\n if (index !== null) {\n // indexed geometry\n\n for (let j = 0; j < index.count; j += 3) {\n const a = index.getX(j + 0)\n const b = index.getX(j + 1)\n const c = index.getX(j + 2)\n\n this.writeFace(a, b, c, positionAttribute, object)\n }\n } else {\n // non-indexed geometry\n\n for (let j = 0; j < positionAttribute.count; j += 3) {\n const a = j + 0\n const b = j + 1\n const c = j + 2\n\n this.writeFace(a, b, c, positionAttribute, object)\n }\n }\n }\n }\n\n if (!this.binary) {\n this.output 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-stdlib",
3
- "version": "2.28.5",
3
+ "version": "2.28.7",
4
4
  "description": "stand-alone library of threejs examples",
5
5
  "keywords": [
6
6
  "three",