three-stdlib 2.32.2 → 2.34.0

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@@ -88,6 +88,8 @@ class OrbitControls extends THREE.EventDispatcher {
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  __publicField(this, "setPolarAngle");
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  __publicField(this, "setAzimuthalAngle");
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  __publicField(this, "getDistance");
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+ // Not used in most scenarios, however they can be useful for specific use cases
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+ __publicField(this, "getZoomScale");
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  __publicField(this, "listenToKeyEvents");
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  __publicField(this, "stopListenToKeyEvents");
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  __publicField(this, "saveState");
@@ -95,6 +97,14 @@ class OrbitControls extends THREE.EventDispatcher {
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  __publicField(this, "update");
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  __publicField(this, "connect");
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  __publicField(this, "dispose");
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+ // Dolly in programmatically
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+ __publicField(this, "dollyIn");
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+ // Dolly out programmatically
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+ __publicField(this, "dollyOut");
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+ // Get the current scale
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+ __publicField(this, "getScale");
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+ // Set the current scale (these are not used in most scenarios, however they can be useful for specific use cases)
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+ __publicField(this, "setScale");
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  this.object = object;
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  this.domElement = domElement;
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  this.target0 = this.target.clone();
@@ -410,21 +420,19 @@ class OrbitControls extends THREE.EventDispatcher {
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  }
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  };
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  })();
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- function dollyOut(dollyScale) {
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+ function setScale(newScale) {
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  if (scope.object instanceof THREE.PerspectiveCamera && scope.object.isPerspectiveCamera || scope.object instanceof THREE.OrthographicCamera && scope.object.isOrthographicCamera) {
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- scale /= dollyScale;
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+ scale = newScale;
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  } else {
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  console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.");
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  scope.enableZoom = false;
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  }
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  }
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+ function dollyOut(dollyScale) {
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+ setScale(scale / dollyScale);
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+ }
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  function dollyIn(dollyScale) {
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- if (scope.object instanceof THREE.PerspectiveCamera && scope.object.isPerspectiveCamera || scope.object instanceof THREE.OrthographicCamera && scope.object.isOrthographicCamera) {
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- scale *= dollyScale;
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- } else {
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- console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.");
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- scope.enableZoom = false;
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- }
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+ setScale(scale * dollyScale);
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  }
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  function updateMouseParameters(event) {
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  if (!scope.zoomToCursor || !scope.domElement) {
@@ -835,6 +843,24 @@ class OrbitControls extends THREE.EventDispatcher {
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  const pointer = event.pointerId === pointers[0].pointerId ? pointers[1] : pointers[0];
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  return pointerPositions[pointer.pointerId];
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  }
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+ this.dollyIn = (dollyScale = getZoomScale()) => {
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+ dollyIn(dollyScale);
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+ scope.update();
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+ };
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+ this.dollyOut = (dollyScale = getZoomScale()) => {
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+ dollyOut(dollyScale);
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+ scope.update();
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+ };
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+ this.getScale = () => {
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+ return scale;
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+ };
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+ this.setScale = (newScale) => {
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+ setScale(newScale);
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+ scope.update();
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+ };
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+ this.getZoomScale = () => {
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+ return getZoomScale();
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+ };
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  if (domElement !== void 0)
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  this.connect(domElement);
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  this.update();
@@ -1 +1 @@
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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 // @ts-ignore\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 ((scope.zoomToCursor && performCursorZoom) || (scope.object as OrthographicCamera).isOrthographicCamera) {\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 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 zoomChanged = scale !== 1\n\n if (zoomChanged) {\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n }\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 // @ts-ignore\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 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', onPointerUp)\n scope.domElement.addEventListener('wheel', onMouseWheel)\n }\n\n this.dispose = (): void => {\n // Enabling touch scroll\n if (scope.domElement) {\n scope.domElement.style.touchAction = 'auto'\n }\n scope.domElement?.removeEventListener('contextmenu', onContextMenu)\n scope.domElement?.removeEventListener('pointerdown', onPointerDown)\n scope.domElement?.removeEventListener('pointercancel', onPointerUp)\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 // @ts-ignore\n scope.dispatchEvent(endEvent)\n\n state = STATE.NONE\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 // @ts-ignore\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 // @ts-ignore\n scope.dispatchEvent(startEvent)\n\n handleMouseWheel(event)\n\n // @ts-ignore\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 // @ts-ignore\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 // Not used in most scenarios, however they can be useful for specific use cases\n getZoomScale: () => 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 // Dolly in programmatically\n dollyIn: (dollyScale?: number) => void\n // Dolly out programmatically\n dollyOut: (dollyScale?: number) => void\n // Get the current scale\n getScale: () => number\n // Set the current scale (these are not used in most scenarios, however they can be useful for specific use cases)\n setScale: (newScale: number) => void\n \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 // @ts-ignore\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 ((scope.zoomToCursor && performCursorZoom) || (scope.object as OrthographicCamera).isOrthographicCamera) {\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 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 zoomChanged = scale !== 1\n\n if (zoomChanged) {\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n }\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 // @ts-ignore\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 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', onPointerUp)\n scope.domElement.addEventListener('wheel', onMouseWheel)\n }\n\n this.dispose = (): void => {\n // Enabling touch scroll\n if (scope.domElement) {\n scope.domElement.style.touchAction = 'auto'\n }\n scope.domElement?.removeEventListener('contextmenu', onContextMenu)\n scope.domElement?.removeEventListener('pointerdown', onPointerDown)\n scope.domElement?.removeEventListener('pointercancel', onPointerUp)\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 setScale(newScale: number) {\n if (\n (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) ||\n (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera)\n ) {\n scale = newScale\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 dollyOut(dollyScale: number) {\n setScale(scale / dollyScale)\n }\n\n function dollyIn(dollyScale: number) {\n setScale(scale * dollyScale)\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 // @ts-ignore\n scope.dispatchEvent(endEvent)\n\n state = STATE.NONE\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 // @ts-ignore\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 // @ts-ignore\n scope.dispatchEvent(startEvent)\n\n handleMouseWheel(event)\n\n // @ts-ignore\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 // @ts-ignore\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 // Add dolly in/out methods for public API\n\n this.dollyIn = (dollyScale = getZoomScale()) => {\n dollyIn(dollyScale)\n scope.update()\n }\n\n this.dollyOut = (dollyScale = getZoomScale()) => {\n dollyOut(dollyScale)\n scope.update()\n }\n\n this.getScale = () => {\n return scale;\n }\n\n this.setScale = (newScale) => {\n setScale(newScale)\n scope.update()\n }\n\n this.getZoomScale = () => {\n return getZoomScale();\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 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@@ -52,6 +52,7 @@ declare class OrbitControls extends EventDispatcher {
52
52
  setPolarAngle: (x: number) => void;
53
53
  setAzimuthalAngle: (x: number) => void;
54
54
  getDistance: () => number;
55
+ getZoomScale: () => number;
55
56
  listenToKeyEvents: (domElement: HTMLElement) => void;
56
57
  stopListenToKeyEvents: () => void;
57
58
  saveState: () => void;
@@ -59,6 +60,10 @@ declare class OrbitControls extends EventDispatcher {
59
60
  update: () => void;
60
61
  connect: (domElement: HTMLElement) => void;
61
62
  dispose: () => void;
63
+ dollyIn: (dollyScale?: number) => void;
64
+ dollyOut: (dollyScale?: number) => void;
65
+ getScale: () => number;
66
+ setScale: (newScale: number) => void;
62
67
  constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement);
63
68
  }
64
69
  declare class MapControls extends OrbitControls {
@@ -86,6 +86,8 @@ class OrbitControls extends EventDispatcher {
86
86
  __publicField(this, "setPolarAngle");
87
87
  __publicField(this, "setAzimuthalAngle");
88
88
  __publicField(this, "getDistance");
89
+ // Not used in most scenarios, however they can be useful for specific use cases
90
+ __publicField(this, "getZoomScale");
89
91
  __publicField(this, "listenToKeyEvents");
90
92
  __publicField(this, "stopListenToKeyEvents");
91
93
  __publicField(this, "saveState");
@@ -93,6 +95,14 @@ class OrbitControls extends EventDispatcher {
93
95
  __publicField(this, "update");
94
96
  __publicField(this, "connect");
95
97
  __publicField(this, "dispose");
98
+ // Dolly in programmatically
99
+ __publicField(this, "dollyIn");
100
+ // Dolly out programmatically
101
+ __publicField(this, "dollyOut");
102
+ // Get the current scale
103
+ __publicField(this, "getScale");
104
+ // Set the current scale (these are not used in most scenarios, however they can be useful for specific use cases)
105
+ __publicField(this, "setScale");
96
106
  this.object = object;
97
107
  this.domElement = domElement;
98
108
  this.target0 = this.target.clone();
@@ -408,21 +418,19 @@ class OrbitControls extends EventDispatcher {
408
418
  }
409
419
  };
410
420
  })();
411
- function dollyOut(dollyScale) {
421
+ function setScale(newScale) {
412
422
  if (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera || scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {
413
- scale /= dollyScale;
423
+ scale = newScale;
414
424
  } else {
415
425
  console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.");
416
426
  scope.enableZoom = false;
417
427
  }
418
428
  }
429
+ function dollyOut(dollyScale) {
430
+ setScale(scale / dollyScale);
431
+ }
419
432
  function dollyIn(dollyScale) {
420
- if (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera || scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {
421
- scale *= dollyScale;
422
- } else {
423
- console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.");
424
- scope.enableZoom = false;
425
- }
433
+ setScale(scale * dollyScale);
426
434
  }
427
435
  function updateMouseParameters(event) {
428
436
  if (!scope.zoomToCursor || !scope.domElement) {
@@ -833,6 +841,24 @@ class OrbitControls extends EventDispatcher {
833
841
  const pointer = event.pointerId === pointers[0].pointerId ? pointers[1] : pointers[0];
834
842
  return pointerPositions[pointer.pointerId];
835
843
  }
844
+ this.dollyIn = (dollyScale = getZoomScale()) => {
845
+ dollyIn(dollyScale);
846
+ scope.update();
847
+ };
848
+ this.dollyOut = (dollyScale = getZoomScale()) => {
849
+ dollyOut(dollyScale);
850
+ scope.update();
851
+ };
852
+ this.getScale = () => {
853
+ return scale;
854
+ };
855
+ this.setScale = (newScale) => {
856
+ setScale(newScale);
857
+ scope.update();
858
+ };
859
+ this.getZoomScale = () => {
860
+ return getZoomScale();
861
+ };
836
862
  if (domElement !== void 0)
837
863
  this.connect(domElement);
838
864
  this.update();
@@ -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 // @ts-ignore\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 ((scope.zoomToCursor && performCursorZoom) || (scope.object as OrthographicCamera).isOrthographicCamera) {\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 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 zoomChanged = scale !== 1\n\n if (zoomChanged) {\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n }\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 // @ts-ignore\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 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', onPointerUp)\n scope.domElement.addEventListener('wheel', onMouseWheel)\n }\n\n this.dispose = (): void => {\n // Enabling touch scroll\n if (scope.domElement) {\n scope.domElement.style.touchAction = 'auto'\n }\n scope.domElement?.removeEventListener('contextmenu', onContextMenu)\n scope.domElement?.removeEventListener('pointerdown', onPointerDown)\n scope.domElement?.removeEventListener('pointercancel', onPointerUp)\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 // @ts-ignore\n scope.dispatchEvent(endEvent)\n\n state = STATE.NONE\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 // @ts-ignore\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 // @ts-ignore\n scope.dispatchEvent(startEvent)\n\n handleMouseWheel(event)\n\n // @ts-ignore\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 // @ts-ignore\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 // Not used in most scenarios, however they can be useful for specific use cases\n getZoomScale: () => 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 // Dolly in programmatically\n dollyIn: (dollyScale?: number) => void\n // Dolly out programmatically\n dollyOut: (dollyScale?: number) => void\n // Get the current scale\n getScale: () => number\n // Set the current scale (these are not used in most scenarios, however they can be useful for specific use cases)\n setScale: (newScale: number) => void\n \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 // @ts-ignore\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 ((scope.zoomToCursor && performCursorZoom) || (scope.object as OrthographicCamera).isOrthographicCamera) {\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 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 zoomChanged = scale !== 1\n\n if (zoomChanged) {\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n }\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 // @ts-ignore\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 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', onPointerUp)\n scope.domElement.addEventListener('wheel', onMouseWheel)\n }\n\n this.dispose = (): void => {\n // Enabling touch scroll\n if (scope.domElement) {\n scope.domElement.style.touchAction = 'auto'\n }\n scope.domElement?.removeEventListener('contextmenu', onContextMenu)\n scope.domElement?.removeEventListener('pointerdown', onPointerDown)\n scope.domElement?.removeEventListener('pointercancel', onPointerUp)\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 setScale(newScale: number) {\n if (\n (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) ||\n (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera)\n ) {\n scale = newScale\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 dollyOut(dollyScale: number) {\n setScale(scale / dollyScale)\n }\n\n function dollyIn(dollyScale: number) {\n setScale(scale * dollyScale)\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 // @ts-ignore\n scope.dispatchEvent(endEvent)\n\n state = STATE.NONE\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 // @ts-ignore\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 // @ts-ignore\n scope.dispatchEvent(startEvent)\n\n handleMouseWheel(event)\n\n // @ts-ignore\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 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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 // Add dolly in/out methods for public API\n\n this.dollyIn = (dollyScale = getZoomScale()) => {\n dollyIn(dollyScale)\n scope.update()\n }\n\n this.dollyOut = (dollyScale = getZoomScale()) => {\n dollyOut(dollyScale)\n scope.update()\n }\n\n this.getScale = () => {\n return scale;\n }\n\n this.setScale = (newScale) => {\n setScale(newScale)\n scope.update()\n }\n\n this.getZoomScale = () => {\n return getZoomScale();\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 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-stdlib",
3
- "version": "2.32.2",
3
+ "version": "2.34.0",
4
4
  "description": "stand-alone library of threejs examples",
5
5
  "keywords": [
6
6
  "three",
@@ -153,6 +153,11 @@ class EffectComposer {
153
153
  this._pixelRatio = pixelRatio;
154
154
  this.setSize(this._width, this._height);
155
155
  }
156
+ dispose() {
157
+ this.renderTarget1.dispose();
158
+ this.renderTarget2.dispose();
159
+ this.copyPass.dispose();
160
+ }
156
161
  }
157
162
  exports.EffectComposer = EffectComposer;
158
163
  //# sourceMappingURL=EffectComposer.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"EffectComposer.cjs","sources":["../../src/postprocessing/EffectComposer.ts"],"sourcesContent":["import { Clock, LinearFilter, RGBAFormat, NoBlending, Vector2, WebGLRenderer, WebGLRenderTarget } from 'three'\nimport { CopyShader } from '../shaders/CopyShader'\nimport { ShaderPass } from './ShaderPass'\nimport { MaskPass, ClearMaskPass } from './MaskPass'\nimport { Pass } from './Pass'\n\nclass EffectComposer<TRenderTarget extends WebGLRenderTarget = WebGLRenderTarget> {\n public renderer: WebGLRenderer\n private _pixelRatio: number\n private _width: number\n private _height: number\n public renderTarget1: WebGLRenderTarget\n public renderTarget2: WebGLRenderTarget\n public writeBuffer: WebGLRenderTarget\n public readBuffer: WebGLRenderTarget\n public renderToScreen: boolean\n public passes: Pass[] = []\n public copyPass: Pass\n public clock: Clock\n\n constructor(renderer: WebGLRenderer, renderTarget?: TRenderTarget) {\n this.renderer = renderer\n\n if (renderTarget === undefined) {\n const parameters = {\n minFilter: LinearFilter,\n magFilter: LinearFilter,\n format: RGBAFormat,\n }\n\n const size = renderer.getSize(new Vector2())\n this._pixelRatio = renderer.getPixelRatio()\n this._width = size.width\n this._height = size.height\n\n renderTarget = new WebGLRenderTarget(\n this._width * this._pixelRatio,\n this._height * this._pixelRatio,\n parameters,\n ) as TRenderTarget\n renderTarget.texture.name = 'EffectComposer.rt1'\n } else {\n this._pixelRatio = 1\n this._width = renderTarget.width\n this._height = renderTarget.height\n }\n\n this.renderTarget1 = renderTarget\n this.renderTarget2 = renderTarget.clone()\n this.renderTarget2.texture.name = 'EffectComposer.rt2'\n\n this.writeBuffer = this.renderTarget1\n this.readBuffer = this.renderTarget2\n\n this.renderToScreen = true\n\n // dependencies\n\n if (CopyShader === undefined) {\n console.error('THREE.EffectComposer relies on CopyShader')\n }\n\n if (ShaderPass === undefined) {\n console.error('THREE.EffectComposer relies on ShaderPass')\n }\n\n this.copyPass = new ShaderPass(CopyShader)\n // @ts-ignore\n this.copyPass.material.blending = NoBlending\n\n this.clock = new Clock()\n }\n\n public swapBuffers(): void {\n const tmp = this.readBuffer\n this.readBuffer = this.writeBuffer\n this.writeBuffer = tmp\n }\n\n public addPass(pass: Pass): void {\n this.passes.push(pass)\n pass.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio)\n }\n\n public insertPass(pass: Pass, index: number): void {\n this.passes.splice(index, 0, pass)\n pass.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio)\n }\n\n public removePass(pass: Pass): void {\n const index = this.passes.indexOf(pass)\n\n if (index !== -1) {\n this.passes.splice(index, 1)\n }\n }\n\n public isLastEnabledPass(passIndex: number): boolean {\n for (let i = passIndex + 1; 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1
+ {"version":3,"file":"EffectComposer.cjs","sources":["../../src/postprocessing/EffectComposer.ts"],"sourcesContent":["import { Clock, LinearFilter, RGBAFormat, NoBlending, Vector2, WebGLRenderer, WebGLRenderTarget } from 'three'\nimport { CopyShader } from '../shaders/CopyShader'\nimport { ShaderPass } from './ShaderPass'\nimport { MaskPass, ClearMaskPass } from './MaskPass'\nimport { Pass } from './Pass'\n\nclass EffectComposer<TRenderTarget extends WebGLRenderTarget = WebGLRenderTarget> {\n public renderer: WebGLRenderer\n private _pixelRatio: number\n private _width: number\n private _height: number\n public renderTarget1: WebGLRenderTarget\n public renderTarget2: WebGLRenderTarget\n public writeBuffer: WebGLRenderTarget\n public readBuffer: WebGLRenderTarget\n public renderToScreen: boolean\n public passes: Pass[] = []\n public copyPass: Pass\n public clock: Clock\n\n constructor(renderer: WebGLRenderer, renderTarget?: TRenderTarget) {\n this.renderer = renderer\n\n if (renderTarget === undefined) {\n const parameters = {\n minFilter: LinearFilter,\n magFilter: LinearFilter,\n format: RGBAFormat,\n }\n\n const size = renderer.getSize(new Vector2())\n this._pixelRatio = renderer.getPixelRatio()\n this._width = size.width\n this._height = size.height\n\n renderTarget = new WebGLRenderTarget(\n this._width * this._pixelRatio,\n this._height * this._pixelRatio,\n parameters,\n ) as TRenderTarget\n renderTarget.texture.name = 'EffectComposer.rt1'\n } else {\n this._pixelRatio = 1\n this._width = renderTarget.width\n this._height = renderTarget.height\n }\n\n this.renderTarget1 = renderTarget\n this.renderTarget2 = renderTarget.clone()\n this.renderTarget2.texture.name = 'EffectComposer.rt2'\n\n this.writeBuffer = this.renderTarget1\n this.readBuffer = this.renderTarget2\n\n this.renderToScreen = true\n\n // dependencies\n\n if (CopyShader === undefined) {\n console.error('THREE.EffectComposer relies on CopyShader')\n }\n\n if (ShaderPass === undefined) {\n console.error('THREE.EffectComposer relies on ShaderPass')\n }\n\n this.copyPass = new ShaderPass(CopyShader)\n // @ts-ignore\n this.copyPass.material.blending = NoBlending\n\n this.clock = new Clock()\n }\n\n public swapBuffers(): void {\n const tmp = this.readBuffer\n this.readBuffer = this.writeBuffer\n this.writeBuffer = tmp\n }\n\n public addPass(pass: Pass): void {\n this.passes.push(pass)\n pass.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio)\n }\n\n public insertPass(pass: Pass, index: number): void {\n this.passes.splice(index, 0, pass)\n pass.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio)\n }\n\n public removePass(pass: Pass): void {\n const index = this.passes.indexOf(pass)\n\n if (index !== -1) {\n this.passes.splice(index, 1)\n }\n }\n\n public isLastEnabledPass(passIndex: number): boolean {\n for (let i = passIndex + 1; 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@@ -23,5 +23,6 @@ declare class EffectComposer<TRenderTarget extends WebGLRenderTarget = WebGLRend
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  reset(renderTarget: WebGLRenderTarget): void;
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  setSize(width: number, height: number): void;
25
25
  setPixelRatio(pixelRatio: number): void;
26
+ dispose(): void;
26
27
  }
27
28
  export { EffectComposer };
@@ -151,6 +151,11 @@ class EffectComposer {
151
151
  this._pixelRatio = pixelRatio;
152
152
  this.setSize(this._width, this._height);
153
153
  }
154
+ dispose() {
155
+ this.renderTarget1.dispose();
156
+ this.renderTarget2.dispose();
157
+ this.copyPass.dispose();
158
+ }
154
159
  }
155
160
  export {
156
161
  EffectComposer
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"EffectComposer.js","sources":["../../src/postprocessing/EffectComposer.ts"],"sourcesContent":["import { Clock, LinearFilter, RGBAFormat, NoBlending, Vector2, WebGLRenderer, WebGLRenderTarget } from 'three'\nimport { CopyShader } from '../shaders/CopyShader'\nimport { ShaderPass } from './ShaderPass'\nimport { MaskPass, ClearMaskPass } from './MaskPass'\nimport { Pass } from './Pass'\n\nclass EffectComposer<TRenderTarget extends WebGLRenderTarget = WebGLRenderTarget> {\n public renderer: WebGLRenderer\n private _pixelRatio: number\n private _width: number\n private _height: number\n public renderTarget1: WebGLRenderTarget\n public renderTarget2: WebGLRenderTarget\n public writeBuffer: WebGLRenderTarget\n public readBuffer: WebGLRenderTarget\n public renderToScreen: boolean\n public passes: Pass[] = []\n public copyPass: Pass\n public clock: Clock\n\n constructor(renderer: WebGLRenderer, renderTarget?: TRenderTarget) {\n this.renderer = renderer\n\n if (renderTarget === undefined) {\n const parameters = {\n minFilter: LinearFilter,\n magFilter: LinearFilter,\n format: RGBAFormat,\n }\n\n const size = renderer.getSize(new Vector2())\n this._pixelRatio = renderer.getPixelRatio()\n this._width = size.width\n this._height = size.height\n\n renderTarget = new WebGLRenderTarget(\n this._width * this._pixelRatio,\n this._height * this._pixelRatio,\n parameters,\n ) as TRenderTarget\n renderTarget.texture.name = 'EffectComposer.rt1'\n } else {\n this._pixelRatio = 1\n this._width = renderTarget.width\n this._height = renderTarget.height\n }\n\n this.renderTarget1 = renderTarget\n this.renderTarget2 = renderTarget.clone()\n this.renderTarget2.texture.name = 'EffectComposer.rt2'\n\n this.writeBuffer = this.renderTarget1\n this.readBuffer = this.renderTarget2\n\n this.renderToScreen = true\n\n // dependencies\n\n if (CopyShader === undefined) {\n console.error('THREE.EffectComposer relies on CopyShader')\n }\n\n if (ShaderPass === undefined) {\n console.error('THREE.EffectComposer relies on ShaderPass')\n }\n\n this.copyPass = new ShaderPass(CopyShader)\n // @ts-ignore\n this.copyPass.material.blending = NoBlending\n\n this.clock = new Clock()\n }\n\n public swapBuffers(): void {\n const tmp = this.readBuffer\n this.readBuffer = this.writeBuffer\n this.writeBuffer = tmp\n }\n\n public addPass(pass: Pass): void {\n this.passes.push(pass)\n pass.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio)\n }\n\n public insertPass(pass: Pass, index: number): void {\n this.passes.splice(index, 0, pass)\n pass.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio)\n }\n\n public removePass(pass: Pass): void {\n const index = this.passes.indexOf(pass)\n\n if (index !== -1) {\n this.passes.splice(index, 1)\n }\n }\n\n public isLastEnabledPass(passIndex: number): boolean {\n for (let i = passIndex + 1; 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@@ -23,6 +23,8 @@ class Pass {
23
23
  render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
24
24
  console.error("THREE.Pass: .render() must be implemented in derived pass.");
25
25
  }
26
+ dispose() {
27
+ }
26
28
  }
27
29
  class FullScreenQuad {
28
30
  constructor(material) {
@@ -1 +1 @@
1
- {"version":3,"file":"Pass.cjs","sources":["../../src/postprocessing/Pass.ts"],"sourcesContent":["import { OrthographicCamera, PlaneGeometry, Mesh, Material, Renderer, WebGLRenderer, WebGLRenderTarget } from 'three'\n\nclass Pass {\n // if set to true, the pass is processed by the composer\n public enabled = true\n\n // if set to true, the pass indicates to swap read and write buffer after rendering\n public needsSwap = true\n\n // if set to true, the pass clears its buffer before rendering\n public clear = false\n\n // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n public renderToScreen = false\n\n public setSize(width: number, height: number): void {}\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget,\n deltaTime: number,\n maskActive?: unknown,\n ): void {\n console.error('THREE.Pass: .render() must be implemented in derived pass.')\n }\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\nclass FullScreenQuad<TMaterial extends Material = Material> {\n public camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)\n public geometry = new PlaneGeometry(2, 2)\n private mesh: Mesh<PlaneGeometry, TMaterial>\n\n constructor(material: TMaterial) {\n this.mesh = new Mesh(this.geometry, material)\n }\n\n public get material(): TMaterial {\n return this.mesh.material\n }\n\n public set material(value: TMaterial) {\n this.mesh.material = value\n }\n\n public dispose(): void {\n this.mesh.geometry.dispose()\n }\n\n public render(renderer: Renderer): void {\n renderer.render(this.mesh, this.camera)\n }\n}\n\nexport { Pass, FullScreenQuad }\n"],"names":["OrthographicCamera","PlaneGeometry","Mesh"],"mappings":";;;;;;;;;AAEA,MAAM,KAAK;AAAA,EAAX;AAES;AAAA,mCAAU;AAGV;AAAA,qCAAY;AAGZ;AAAA,iCAAQ;AAGR;AAAA,0CAAiB;AAAA;AAAA,EAEjB,QAAQ,OAAe,QAAsB;AAAA,EAAC;AAAA,EAE9C,OACL,UACA,aACA,YACA,WACA,YACM;AACN,YAAQ,MAAM,4DAA4D;AAAA,EAC5E;AACF;AAGA,MAAM,eAAsD;AAAA,EAK1D,YAAY,UAAqB;AAJ1B,kCAAS,IAAIA,yBAAmB,IAAI,GAAG,GAAG,IAAI,GAAG,CAAC;AAClD,oCAAW,IAAIC,MAAAA,cAAc,GAAG,CAAC;AAChC;AAGN,SAAK,OAAO,IAAIC,MAAAA,KAAK,KAAK,UAAU,QAAQ;AAAA,EAC9C;AAAA,EAEA,IAAW,WAAsB;AAC/B,WAAO,KAAK,KAAK;AAAA,EACnB;AAAA,EAEA,IAAW,SAAS,OAAkB;AACpC,SAAK,KAAK,WAAW;AAAA,EACvB;AAAA,EAEO,UAAgB;AAChB,SAAA,KAAK,SAAS;EACrB;AAAA,EAEO,OAAO,UAA0B;AACtC,aAAS,OAAO,KAAK,MAAM,KAAK,MAAM;AAAA,EACxC;AACF;;;"}
1
+ {"version":3,"file":"Pass.cjs","sources":["../../src/postprocessing/Pass.ts"],"sourcesContent":["import { OrthographicCamera, PlaneGeometry, Mesh, Material, Renderer, WebGLRenderer, WebGLRenderTarget } from 'three'\n\nclass Pass {\n // if set to true, the pass is processed by the composer\n public enabled = true\n\n // if set to true, the pass indicates to swap read and write buffer after rendering\n public needsSwap = true\n\n // if set to true, the pass clears its buffer before rendering\n public clear = false\n\n // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n public renderToScreen = false\n\n public setSize(width: number, height: number): void {}\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget,\n deltaTime: number,\n maskActive?: unknown,\n ): void {\n console.error('THREE.Pass: .render() must be implemented in derived pass.')\n }\n\n public dispose() {}\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\nclass FullScreenQuad<TMaterial extends Material = Material> {\n public camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)\n public geometry = new PlaneGeometry(2, 2)\n private mesh: Mesh<PlaneGeometry, TMaterial>\n\n constructor(material: TMaterial) {\n this.mesh = new Mesh(this.geometry, material)\n }\n\n public get material(): TMaterial {\n return this.mesh.material\n }\n\n public set material(value: TMaterial) {\n this.mesh.material = value\n }\n\n public dispose(): void {\n this.mesh.geometry.dispose()\n }\n\n public render(renderer: Renderer): void {\n renderer.render(this.mesh, this.camera)\n }\n}\n\nexport { Pass, FullScreenQuad }\n"],"names":["OrthographicCamera","PlaneGeometry","Mesh"],"mappings":";;;;;;;;;AAEA,MAAM,KAAK;AAAA,EAAX;AAES;AAAA,mCAAU;AAGV;AAAA,qCAAY;AAGZ;AAAA,iCAAQ;AAGR;AAAA,0CAAiB;AAAA;AAAA,EAEjB,QAAQ,OAAe,QAAsB;AAAA,EAAC;AAAA,EAE9C,OACL,UACA,aACA,YACA,WACA,YACM;AACN,YAAQ,MAAM,4DAA4D;AAAA,EAC5E;AAAA,EAEO,UAAU;AAAA,EAAC;AACpB;AAGA,MAAM,eAAsD;AAAA,EAK1D,YAAY,UAAqB;AAJ1B,kCAAS,IAAIA,yBAAmB,IAAI,GAAG,GAAG,IAAI,GAAG,CAAC;AAClD,oCAAW,IAAIC,MAAAA,cAAc,GAAG,CAAC;AAChC;AAGN,SAAK,OAAO,IAAIC,MAAAA,KAAK,KAAK,UAAU,QAAQ;AAAA,EAC9C;AAAA,EAEA,IAAW,WAAsB;AAC/B,WAAO,KAAK,KAAK;AAAA,EACnB;AAAA,EAEA,IAAW,SAAS,OAAkB;AACpC,SAAK,KAAK,WAAW;AAAA,EACvB;AAAA,EAEO,UAAgB;AAChB,SAAA,KAAK,SAAS;EACrB;AAAA,EAEO,OAAO,UAA0B;AACtC,aAAS,OAAO,KAAK,MAAM,KAAK,MAAM;AAAA,EACxC;AACF;;;"}
@@ -6,6 +6,7 @@ declare class Pass {
6
6
  renderToScreen: boolean;
7
7
  setSize(width: number, height: number): void;
8
8
  render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number, maskActive?: unknown): void;
9
+ dispose(): void;
9
10
  }
10
11
  declare class FullScreenQuad<TMaterial extends Material = Material> {
11
12
  camera: OrthographicCamera;
@@ -21,6 +21,8 @@ class Pass {
21
21
  render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
22
22
  console.error("THREE.Pass: .render() must be implemented in derived pass.");
23
23
  }
24
+ dispose() {
25
+ }
24
26
  }
25
27
  class FullScreenQuad {
26
28
  constructor(material) {
@@ -1 +1 @@
1
- {"version":3,"file":"Pass.js","sources":["../../src/postprocessing/Pass.ts"],"sourcesContent":["import { OrthographicCamera, PlaneGeometry, Mesh, Material, Renderer, WebGLRenderer, WebGLRenderTarget } from 'three'\n\nclass Pass {\n // if set to true, the pass is processed by the composer\n public enabled = true\n\n // if set to true, the pass indicates to swap read and write buffer after rendering\n public needsSwap = true\n\n // if set to true, the pass clears its buffer before rendering\n public clear = false\n\n // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n public renderToScreen = false\n\n public setSize(width: number, height: number): void {}\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget,\n deltaTime: number,\n maskActive?: unknown,\n ): void {\n console.error('THREE.Pass: .render() must be implemented in derived pass.')\n }\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\nclass FullScreenQuad<TMaterial extends Material = Material> {\n public camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)\n public geometry = new PlaneGeometry(2, 2)\n private mesh: Mesh<PlaneGeometry, TMaterial>\n\n constructor(material: TMaterial) {\n this.mesh = new Mesh(this.geometry, material)\n }\n\n public get material(): TMaterial {\n return this.mesh.material\n }\n\n public set material(value: TMaterial) {\n this.mesh.material = value\n }\n\n public dispose(): void {\n this.mesh.geometry.dispose()\n }\n\n public render(renderer: Renderer): void {\n renderer.render(this.mesh, this.camera)\n }\n}\n\nexport { Pass, FullScreenQuad }\n"],"names":[],"mappings":";;;;;;;AAEA,MAAM,KAAK;AAAA,EAAX;AAES;AAAA,mCAAU;AAGV;AAAA,qCAAY;AAGZ;AAAA,iCAAQ;AAGR;AAAA,0CAAiB;AAAA;AAAA,EAEjB,QAAQ,OAAe,QAAsB;AAAA,EAAC;AAAA,EAE9C,OACL,UACA,aACA,YACA,WACA,YACM;AACN,YAAQ,MAAM,4DAA4D;AAAA,EAC5E;AACF;AAGA,MAAM,eAAsD;AAAA,EAK1D,YAAY,UAAqB;AAJ1B,kCAAS,IAAI,mBAAmB,IAAI,GAAG,GAAG,IAAI,GAAG,CAAC;AAClD,oCAAW,IAAI,cAAc,GAAG,CAAC;AAChC;AAGN,SAAK,OAAO,IAAI,KAAK,KAAK,UAAU,QAAQ;AAAA,EAC9C;AAAA,EAEA,IAAW,WAAsB;AAC/B,WAAO,KAAK,KAAK;AAAA,EACnB;AAAA,EAEA,IAAW,SAAS,OAAkB;AACpC,SAAK,KAAK,WAAW;AAAA,EACvB;AAAA,EAEO,UAAgB;AAChB,SAAA,KAAK,SAAS;EACrB;AAAA,EAEO,OAAO,UAA0B;AACtC,aAAS,OAAO,KAAK,MAAM,KAAK,MAAM;AAAA,EACxC;AACF;"}
1
+ {"version":3,"file":"Pass.js","sources":["../../src/postprocessing/Pass.ts"],"sourcesContent":["import { OrthographicCamera, PlaneGeometry, Mesh, Material, Renderer, WebGLRenderer, WebGLRenderTarget } from 'three'\n\nclass Pass {\n // if set to true, the pass is processed by the composer\n public enabled = true\n\n // if set to true, the pass indicates to swap read and write buffer after rendering\n public needsSwap = true\n\n // if set to true, the pass clears its buffer before rendering\n public clear = false\n\n // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n public renderToScreen = false\n\n public setSize(width: number, height: number): void {}\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget,\n deltaTime: number,\n maskActive?: unknown,\n ): void {\n console.error('THREE.Pass: .render() must be implemented in derived pass.')\n }\n\n public dispose() {}\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\nclass FullScreenQuad<TMaterial extends Material = Material> {\n public camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)\n public geometry = new PlaneGeometry(2, 2)\n private mesh: Mesh<PlaneGeometry, TMaterial>\n\n constructor(material: TMaterial) {\n this.mesh = new Mesh(this.geometry, material)\n }\n\n public get material(): TMaterial {\n return this.mesh.material\n }\n\n public set material(value: TMaterial) {\n this.mesh.material = value\n }\n\n public dispose(): void {\n this.mesh.geometry.dispose()\n }\n\n public render(renderer: Renderer): void {\n renderer.render(this.mesh, this.camera)\n }\n}\n\nexport { Pass, FullScreenQuad }\n"],"names":[],"mappings":";;;;;;;AAEA,MAAM,KAAK;AAAA,EAAX;AAES;AAAA,mCAAU;AAGV;AAAA,qCAAY;AAGZ;AAAA,iCAAQ;AAGR;AAAA,0CAAiB;AAAA;AAAA,EAEjB,QAAQ,OAAe,QAAsB;AAAA,EAAC;AAAA,EAE9C,OACL,UACA,aACA,YACA,WACA,YACM;AACN,YAAQ,MAAM,4DAA4D;AAAA,EAC5E;AAAA,EAEO,UAAU;AAAA,EAAC;AACpB;AAGA,MAAM,eAAsD;AAAA,EAK1D,YAAY,UAAqB;AAJ1B,kCAAS,IAAI,mBAAmB,IAAI,GAAG,GAAG,IAAI,GAAG,CAAC;AAClD,oCAAW,IAAI,cAAc,GAAG,CAAC;AAChC;AAGN,SAAK,OAAO,IAAI,KAAK,KAAK,UAAU,QAAQ;AAAA,EAC9C;AAAA,EAEA,IAAW,WAAsB;AAC/B,WAAO,KAAK,KAAK;AAAA,EACnB;AAAA,EAEA,IAAW,SAAS,OAAkB;AACpC,SAAK,KAAK,WAAW;AAAA,EACvB;AAAA,EAEO,UAAgB;AAChB,SAAA,KAAK,SAAS;EACrB;AAAA,EAEO,OAAO,UAA0B;AACtC,aAAS,OAAO,KAAK,MAAM,KAAK,MAAM;AAAA,EACxC;AACF;"}
@@ -45,6 +45,10 @@ class ShaderPass extends Pass.Pass {
45
45
  this.fsQuad.render(renderer);
46
46
  }
47
47
  }
48
+ dispose() {
49
+ this.fsQuad.dispose();
50
+ this.material.dispose();
51
+ }
48
52
  }
49
53
  exports.ShaderPass = ShaderPass;
50
54
  //# sourceMappingURL=ShaderPass.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"ShaderPass.cjs","sources":["../../src/postprocessing/ShaderPass.ts"],"sourcesContent":["import { ShaderMaterial, UniformsUtils, WebGLRenderer, WebGLRenderTarget } from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { Defines, IShader, Uniforms } from '../shaders/types'\n\nclass ShaderPass extends Pass {\n public textureID: string\n public uniforms: Uniforms\n public material: ShaderMaterial\n public fsQuad: FullScreenQuad\n\n constructor(shader: ShaderMaterial | IShader<Uniforms, Defines | undefined>, textureID = 'tDiffuse') {\n super()\n\n this.textureID = textureID\n\n if (shader instanceof ShaderMaterial) {\n this.uniforms = shader.uniforms\n\n this.material = shader\n } else {\n this.uniforms = UniformsUtils.clone(shader.uniforms)\n\n this.material = new ShaderMaterial({\n defines: Object.assign({}, shader.defines),\n uniforms: this.uniforms,\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n })\n }\n\n this.fsQuad = new FullScreenQuad(this.material)\n }\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget /*, deltaTime, maskActive */,\n ): void {\n if (this.uniforms[this.textureID]) {\n this.uniforms[this.textureID].value = readBuffer.texture\n }\n\n this.fsQuad.material = this.material\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(writeBuffer)\n // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n if (this.clear) renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil)\n this.fsQuad.render(renderer)\n }\n }\n}\n\nexport { ShaderPass }\n"],"names":["Pass","ShaderMaterial","UniformsUtils","FullScreenQuad"],"mappings":";;;;;;;;;;AAIA,MAAM,mBAAmBA,KAAAA,KAAK;AAAA,EAM5B,YAAY,QAAiE,YAAY,YAAY;AAC7F;AAND;AACA;AACA;AACA;AAKL,SAAK,YAAY;AAEjB,QAAI,kBAAkBC,MAAAA,gBAAgB;AACpC,WAAK,WAAW,OAAO;AAEvB,WAAK,WAAW;AAAA,IAAA,OACX;AACL,WAAK,WAAWC,MAAA,cAAc,MAAM,OAAO,QAAQ;AAE9C,WAAA,WAAW,IAAID,qBAAe;AAAA,QACjC,SAAS,OAAO,OAAO,CAAA,GAAI,OAAO,OAAO;AAAA,QACzC,UAAU,KAAK;AAAA,QACf,cAAc,OAAO;AAAA,QACrB,gBAAgB,OAAO;AAAA,MAAA,CACxB;AAAA,IACH;AAEA,SAAK,SAAS,IAAIE,KAAe,eAAA,KAAK,QAAQ;AAAA,EAChD;AAAA,EAEO,OACL,UACA,aACA,YACM;AACN,QAAI,KAAK,SAAS,KAAK,SAAS,GAAG;AACjC,WAAK,SAAS,KAAK,SAAS,EAAE,QAAQ,WAAW;AAAA,IACnD;AAEK,SAAA,OAAO,WAAW,KAAK;AAE5B,QAAI,KAAK,gBAAgB;AACvB,eAAS,gBAAgB,IAAI;AACxB,WAAA,OAAO,OAAO,QAAQ;AAAA,IAAA,OACtB;AACL,eAAS,gBAAgB,WAAW;AAEpC,UAAI,KAAK;AAAO,iBAAS,MAAM,SAAS,gBAAgB,SAAS,gBAAgB,SAAS,gBAAgB;AACrG,WAAA,OAAO,OAAO,QAAQ;AAAA,IAC7B;AAAA,EACF;AACF;;"}
1
+ {"version":3,"file":"ShaderPass.cjs","sources":["../../src/postprocessing/ShaderPass.ts"],"sourcesContent":["import { ShaderMaterial, UniformsUtils, WebGLRenderer, WebGLRenderTarget } from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { Defines, IShader, Uniforms } from '../shaders/types'\n\nclass ShaderPass extends Pass {\n public textureID: string\n public uniforms: Uniforms\n public material: ShaderMaterial\n public fsQuad: FullScreenQuad\n\n constructor(shader: ShaderMaterial | IShader<Uniforms, Defines | undefined>, textureID = 'tDiffuse') {\n super()\n\n this.textureID = textureID\n\n if (shader instanceof ShaderMaterial) {\n this.uniforms = shader.uniforms\n\n this.material = shader\n } else {\n this.uniforms = UniformsUtils.clone(shader.uniforms)\n\n this.material = new ShaderMaterial({\n defines: Object.assign({}, shader.defines),\n uniforms: this.uniforms,\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n })\n }\n\n this.fsQuad = new FullScreenQuad(this.material)\n }\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget /*, deltaTime, maskActive */,\n ): void {\n if (this.uniforms[this.textureID]) {\n this.uniforms[this.textureID].value = readBuffer.texture\n }\n\n this.fsQuad.material = this.material\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(writeBuffer)\n // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n if (this.clear) renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil)\n this.fsQuad.render(renderer)\n }\n }\n\n public dispose() {\n this.fsQuad.dispose()\n this.material.dispose()\n }\n}\n\nexport { ShaderPass }\n"],"names":["Pass","ShaderMaterial","UniformsUtils","FullScreenQuad"],"mappings":";;;;;;;;;;AAIA,MAAM,mBAAmBA,KAAAA,KAAK;AAAA,EAM5B,YAAY,QAAiE,YAAY,YAAY;AAC7F;AAND;AACA;AACA;AACA;AAKL,SAAK,YAAY;AAEjB,QAAI,kBAAkBC,MAAAA,gBAAgB;AACpC,WAAK,WAAW,OAAO;AAEvB,WAAK,WAAW;AAAA,IAAA,OACX;AACL,WAAK,WAAWC,MAAA,cAAc,MAAM,OAAO,QAAQ;AAE9C,WAAA,WAAW,IAAID,qBAAe;AAAA,QACjC,SAAS,OAAO,OAAO,CAAA,GAAI,OAAO,OAAO;AAAA,QACzC,UAAU,KAAK;AAAA,QACf,cAAc,OAAO;AAAA,QACrB,gBAAgB,OAAO;AAAA,MAAA,CACxB;AAAA,IACH;AAEA,SAAK,SAAS,IAAIE,KAAe,eAAA,KAAK,QAAQ;AAAA,EAChD;AAAA,EAEO,OACL,UACA,aACA,YACM;AACN,QAAI,KAAK,SAAS,KAAK,SAAS,GAAG;AACjC,WAAK,SAAS,KAAK,SAAS,EAAE,QAAQ,WAAW;AAAA,IACnD;AAEK,SAAA,OAAO,WAAW,KAAK;AAE5B,QAAI,KAAK,gBAAgB;AACvB,eAAS,gBAAgB,IAAI;AACxB,WAAA,OAAO,OAAO,QAAQ;AAAA,IAAA,OACtB;AACL,eAAS,gBAAgB,WAAW;AAEpC,UAAI,KAAK;AAAO,iBAAS,MAAM,SAAS,gBAAgB,SAAS,gBAAgB,SAAS,gBAAgB;AACrG,WAAA,OAAO,OAAO,QAAQ;AAAA,IAC7B;AAAA,EACF;AAAA,EAEO,UAAU;AACf,SAAK,OAAO;AACZ,SAAK,SAAS;EAChB;AACF;;"}
@@ -8,5 +8,6 @@ declare class ShaderPass extends Pass {
8
8
  fsQuad: FullScreenQuad;
9
9
  constructor(shader: ShaderMaterial | IShader<Uniforms, Defines | undefined>, textureID?: string);
10
10
  render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
11
+ dispose(): void;
11
12
  }
12
13
  export { ShaderPass };
@@ -43,6 +43,10 @@ class ShaderPass extends Pass {
43
43
  this.fsQuad.render(renderer);
44
44
  }
45
45
  }
46
+ dispose() {
47
+ this.fsQuad.dispose();
48
+ this.material.dispose();
49
+ }
46
50
  }
47
51
  export {
48
52
  ShaderPass
@@ -1 +1 @@
1
- {"version":3,"file":"ShaderPass.js","sources":["../../src/postprocessing/ShaderPass.ts"],"sourcesContent":["import { ShaderMaterial, UniformsUtils, WebGLRenderer, WebGLRenderTarget } from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { Defines, IShader, Uniforms } from '../shaders/types'\n\nclass ShaderPass extends Pass {\n public textureID: string\n public uniforms: Uniforms\n public material: ShaderMaterial\n public fsQuad: FullScreenQuad\n\n constructor(shader: ShaderMaterial | IShader<Uniforms, Defines | undefined>, textureID = 'tDiffuse') {\n super()\n\n this.textureID = textureID\n\n if (shader instanceof ShaderMaterial) {\n this.uniforms = shader.uniforms\n\n this.material = shader\n } else {\n this.uniforms = UniformsUtils.clone(shader.uniforms)\n\n this.material = new ShaderMaterial({\n defines: Object.assign({}, shader.defines),\n uniforms: this.uniforms,\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n })\n }\n\n this.fsQuad = new FullScreenQuad(this.material)\n }\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget /*, deltaTime, maskActive */,\n ): void {\n if (this.uniforms[this.textureID]) {\n this.uniforms[this.textureID].value = readBuffer.texture\n }\n\n this.fsQuad.material = this.material\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(writeBuffer)\n // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n if (this.clear) renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil)\n this.fsQuad.render(renderer)\n }\n }\n}\n\nexport { ShaderPass }\n"],"names":[],"mappings":";;;;;;;;AAIA,MAAM,mBAAmB,KAAK;AAAA,EAM5B,YAAY,QAAiE,YAAY,YAAY;AAC7F;AAND;AACA;AACA;AACA;AAKL,SAAK,YAAY;AAEjB,QAAI,kBAAkB,gBAAgB;AACpC,WAAK,WAAW,OAAO;AAEvB,WAAK,WAAW;AAAA,IAAA,OACX;AACL,WAAK,WAAW,cAAc,MAAM,OAAO,QAAQ;AAE9C,WAAA,WAAW,IAAI,eAAe;AAAA,QACjC,SAAS,OAAO,OAAO,CAAA,GAAI,OAAO,OAAO;AAAA,QACzC,UAAU,KAAK;AAAA,QACf,cAAc,OAAO;AAAA,QACrB,gBAAgB,OAAO;AAAA,MAAA,CACxB;AAAA,IACH;AAEA,SAAK,SAAS,IAAI,eAAe,KAAK,QAAQ;AAAA,EAChD;AAAA,EAEO,OACL,UACA,aACA,YACM;AACN,QAAI,KAAK,SAAS,KAAK,SAAS,GAAG;AACjC,WAAK,SAAS,KAAK,SAAS,EAAE,QAAQ,WAAW;AAAA,IACnD;AAEK,SAAA,OAAO,WAAW,KAAK;AAE5B,QAAI,KAAK,gBAAgB;AACvB,eAAS,gBAAgB,IAAI;AACxB,WAAA,OAAO,OAAO,QAAQ;AAAA,IAAA,OACtB;AACL,eAAS,gBAAgB,WAAW;AAEpC,UAAI,KAAK;AAAO,iBAAS,MAAM,SAAS,gBAAgB,SAAS,gBAAgB,SAAS,gBAAgB;AACrG,WAAA,OAAO,OAAO,QAAQ;AAAA,IAC7B;AAAA,EACF;AACF;"}
1
+ {"version":3,"file":"ShaderPass.js","sources":["../../src/postprocessing/ShaderPass.ts"],"sourcesContent":["import { ShaderMaterial, UniformsUtils, WebGLRenderer, WebGLRenderTarget } from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { Defines, IShader, Uniforms } from '../shaders/types'\n\nclass ShaderPass extends Pass {\n public textureID: string\n public uniforms: Uniforms\n public material: ShaderMaterial\n public fsQuad: FullScreenQuad\n\n constructor(shader: ShaderMaterial | IShader<Uniforms, Defines | undefined>, textureID = 'tDiffuse') {\n super()\n\n this.textureID = textureID\n\n if (shader instanceof ShaderMaterial) {\n this.uniforms = shader.uniforms\n\n this.material = shader\n } else {\n this.uniforms = UniformsUtils.clone(shader.uniforms)\n\n this.material = new ShaderMaterial({\n defines: Object.assign({}, shader.defines),\n uniforms: this.uniforms,\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n })\n }\n\n this.fsQuad = new FullScreenQuad(this.material)\n }\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget /*, deltaTime, maskActive */,\n ): void {\n if (this.uniforms[this.textureID]) {\n this.uniforms[this.textureID].value = readBuffer.texture\n }\n\n this.fsQuad.material = this.material\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(writeBuffer)\n // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n if (this.clear) renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil)\n this.fsQuad.render(renderer)\n }\n }\n\n public dispose() {\n this.fsQuad.dispose()\n this.material.dispose()\n }\n}\n\nexport { ShaderPass }\n"],"names":[],"mappings":";;;;;;;;AAIA,MAAM,mBAAmB,KAAK;AAAA,EAM5B,YAAY,QAAiE,YAAY,YAAY;AAC7F;AAND;AACA;AACA;AACA;AAKL,SAAK,YAAY;AAEjB,QAAI,kBAAkB,gBAAgB;AACpC,WAAK,WAAW,OAAO;AAEvB,WAAK,WAAW;AAAA,IAAA,OACX;AACL,WAAK,WAAW,cAAc,MAAM,OAAO,QAAQ;AAE9C,WAAA,WAAW,IAAI,eAAe;AAAA,QACjC,SAAS,OAAO,OAAO,CAAA,GAAI,OAAO,OAAO;AAAA,QACzC,UAAU,KAAK;AAAA,QACf,cAAc,OAAO;AAAA,QACrB,gBAAgB,OAAO;AAAA,MAAA,CACxB;AAAA,IACH;AAEA,SAAK,SAAS,IAAI,eAAe,KAAK,QAAQ;AAAA,EAChD;AAAA,EAEO,OACL,UACA,aACA,YACM;AACN,QAAI,KAAK,SAAS,KAAK,SAAS,GAAG;AACjC,WAAK,SAAS,KAAK,SAAS,EAAE,QAAQ,WAAW;AAAA,IACnD;AAEK,SAAA,OAAO,WAAW,KAAK;AAE5B,QAAI,KAAK,gBAAgB;AACvB,eAAS,gBAAgB,IAAI;AACxB,WAAA,OAAO,OAAO,QAAQ;AAAA,IAAA,OACtB;AACL,eAAS,gBAAgB,WAAW;AAEpC,UAAI,KAAK;AAAO,iBAAS,MAAM,SAAS,gBAAgB,SAAS,gBAAgB,SAAS,gBAAgB;AACrG,WAAA,OAAO,OAAO,QAAQ;AAAA,IAC7B;AAAA,EACF;AAAA,EAEO,UAAU;AACf,SAAK,OAAO;AACZ,SAAK,SAAS;EAChB;AACF;"}
@@ -16,7 +16,11 @@ const GammaCorrectionShader = {
16
16
  "varying vec2 vUv;",
17
17
  "void main() {",
18
18
  " vec4 tex = texture2D( tDiffuse, vUv );",
19
- " gl_FragColor = LinearTosRGB( tex );",
19
+ " #ifdef LinearTosRGB",
20
+ " gl_FragColor = LinearTosRGB( tex );",
21
+ " #else",
22
+ " gl_FragColor = sRGBTransferOETF( tex );",
23
+ " #endif",
20
24
  "}"
21
25
  ].join("\n")
22
26
  };
@@ -1 +1 @@
1
- {"version":3,"file":"GammaCorrectionShader.cjs","sources":["../../src/shaders/GammaCorrectionShader.ts"],"sourcesContent":["/**\n * Gamma Correction Shader\n * http://en.wikipedia.org/wiki/gamma_correction\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type GammaCorrectionShaderUniforms = {\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IGammaCorrectionShader extends IShader<GammaCorrectionShaderUniforms> {}\n\nexport const GammaCorrectionShader: IGammaCorrectionShader = {\n uniforms: {\n tDiffuse: { value: null },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 tex = texture2D( tDiffuse, vUv );',\n\n '\tgl_FragColor = LinearTosRGB( tex );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAcO,MAAM,wBAAgD;AAAA,EAC3D,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,EAC1B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"GammaCorrectionShader.cjs","sources":["../../src/shaders/GammaCorrectionShader.ts"],"sourcesContent":["/**\n * Gamma Correction Shader\n * http://en.wikipedia.org/wiki/gamma_correction\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type GammaCorrectionShaderUniforms = {\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IGammaCorrectionShader extends IShader<GammaCorrectionShaderUniforms> {}\n\nexport const GammaCorrectionShader: IGammaCorrectionShader = {\n uniforms: {\n tDiffuse: { value: null },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 tex = texture2D( tDiffuse, vUv );',\n\n '\t#ifdef LinearTosRGB',\n '\t\tgl_FragColor = LinearTosRGB( tex );',\n '\t#else',\n '\t\tgl_FragColor = sRGBTransferOETF( tex );',\n '\t#endif',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAcO,MAAM,wBAAgD;AAAA,EAC3D,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,EAC1B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
@@ -14,7 +14,11 @@ const GammaCorrectionShader = {
14
14
  "varying vec2 vUv;",
15
15
  "void main() {",
16
16
  " vec4 tex = texture2D( tDiffuse, vUv );",
17
- " gl_FragColor = LinearTosRGB( tex );",
17
+ " #ifdef LinearTosRGB",
18
+ " gl_FragColor = LinearTosRGB( tex );",
19
+ " #else",
20
+ " gl_FragColor = sRGBTransferOETF( tex );",
21
+ " #endif",
18
22
  "}"
19
23
  ].join("\n")
20
24
  };
@@ -1 +1 @@
1
- {"version":3,"file":"GammaCorrectionShader.js","sources":["../../src/shaders/GammaCorrectionShader.ts"],"sourcesContent":["/**\n * Gamma Correction Shader\n * http://en.wikipedia.org/wiki/gamma_correction\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type GammaCorrectionShaderUniforms = {\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IGammaCorrectionShader extends IShader<GammaCorrectionShaderUniforms> {}\n\nexport const GammaCorrectionShader: IGammaCorrectionShader = {\n uniforms: {\n tDiffuse: { value: null },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 tex = texture2D( tDiffuse, vUv );',\n\n '\tgl_FragColor = LinearTosRGB( tex );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAcO,MAAM,wBAAgD;AAAA,EAC3D,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,EAC1B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"GammaCorrectionShader.js","sources":["../../src/shaders/GammaCorrectionShader.ts"],"sourcesContent":["/**\n * Gamma Correction Shader\n * http://en.wikipedia.org/wiki/gamma_correction\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type GammaCorrectionShaderUniforms = {\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IGammaCorrectionShader extends IShader<GammaCorrectionShaderUniforms> {}\n\nexport const GammaCorrectionShader: IGammaCorrectionShader = {\n uniforms: {\n tDiffuse: { value: null },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 tex = texture2D( tDiffuse, vUv );',\n\n '\t#ifdef LinearTosRGB',\n '\t\tgl_FragColor = LinearTosRGB( tex );',\n '\t#else',\n '\t\tgl_FragColor = sRGBTransferOETF( tex );',\n '\t#endif',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAcO,MAAM,wBAAgD;AAAA,EAC3D,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,EAC1B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}