three-stdlib 2.33.0 → 2.34.1
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- package/controls/ArcballControls.cjs +2 -1
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.d.ts +4 -2
- package/controls/ArcballControls.js +2 -1
- package/controls/ArcballControls.js.map +1 -1
- package/controls/DeviceOrientationControls.cjs +2 -1
- package/controls/DeviceOrientationControls.cjs.map +1 -1
- package/controls/DeviceOrientationControls.d.ts +4 -2
- package/controls/DeviceOrientationControls.js +2 -1
- package/controls/DeviceOrientationControls.js.map +1 -1
- package/controls/DragControls.cjs +2 -1
- package/controls/DragControls.cjs.map +1 -1
- package/controls/DragControls.d.ts +35 -2
- package/controls/DragControls.js +2 -1
- package/controls/DragControls.js.map +1 -1
- package/controls/EventDispatcher.cjs +78 -0
- package/controls/EventDispatcher.cjs.map +1 -0
- package/controls/EventDispatcher.d.ts +41 -0
- package/controls/EventDispatcher.js +78 -0
- package/controls/EventDispatcher.js.map +1 -0
- package/controls/FirstPersonControls.cjs +2 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.d.ts +3 -2
- package/controls/FirstPersonControls.js +2 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/FlyControls.cjs +2 -1
- package/controls/FlyControls.cjs.map +1 -1
- package/controls/FlyControls.d.ts +9 -2
- package/controls/FlyControls.js +2 -1
- package/controls/FlyControls.js.map +1 -1
- package/controls/OrbitControls.cjs +36 -9
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.d.ts +9 -2
- package/controls/OrbitControls.js +36 -9
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +4 -5
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.d.ts +17 -2
- package/controls/PointerLockControls.js +4 -5
- package/controls/PointerLockControls.js.map +1 -1
- package/controls/StandardControlsEventMap.d.ts +14 -0
- package/controls/TrackballControls.cjs +2 -1
- package/controls/TrackballControls.cjs.map +1 -1
- package/controls/TrackballControls.d.ts +4 -2
- package/controls/TrackballControls.js +2 -1
- package/controls/TrackballControls.js.map +1 -1
- package/controls/experimental/CameraControls.cjs +2 -1
- package/controls/experimental/CameraControls.cjs.map +1 -1
- package/controls/experimental/CameraControls.d.ts +3 -2
- package/controls/experimental/CameraControls.js +2 -1
- package/controls/experimental/CameraControls.js.map +1 -1
- package/package.json +1 -1
- package/shaders/GammaCorrectionShader.cjs +5 -1
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +5 -1
- package/shaders/GammaCorrectionShader.js.map +1 -1
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{"version":3,"file":"FirstPersonControls.js","sources":["../../src/controls/FirstPersonControls.ts"],"sourcesContent":["import { MathUtils, Spherical, Vector3, EventDispatcher, Camera } from 'three'\n\nconst targetPosition = new Vector3()\n\nexport class FirstPersonControls extends EventDispatcher {\n public object: Camera\n public domElement?: HTMLElement | null\n\n public enabled = true\n\n public movementSpeed = 1.0\n public lookSpeed = 0.005\n\n public lookVertical = true\n public autoForward = false\n\n public activeLook = true\n\n public heightSpeed = false\n public heightCoef = 1.0\n public heightMin = 0.0\n public heightMax = 1.0\n\n public constrainVertical = false\n public verticalMin = 0\n public verticalMax = Math.PI\n\n public mouseDragOn = false\n\n // internals\n\n private autoSpeedFactor = 0.0\n\n private mouseX = 0\n private mouseY = 0\n\n private moveForward = false\n private moveBackward = false\n private moveLeft = false\n private moveRight = false\n private moveUp = false\n private moveDown = false\n\n private viewHalfX = 0\n private viewHalfY = 0\n\n private lat = 0\n private lon = 0\n\n private lookDirection = new Vector3()\n private spherical = new Spherical()\n readonly target = new Vector3()\n\n constructor(object: Camera, domElement?: HTMLElement | null) {\n super()\n\n this.object = object\n this.domElement = domElement\n\n this.setOrientation()\n\n if (domElement) this.connect(domElement)\n }\n\n public connect = (domElement: HTMLElement): void => {\n domElement.setAttribute('tabindex', '-1')\n\n domElement.style.touchAction = 'none'\n\n domElement.addEventListener('contextmenu', this.contextmenu)\n domElement.addEventListener('mousemove', this.onMouseMove)\n domElement.addEventListener('mousedown', this.onMouseDown)\n domElement.addEventListener('mouseup', this.onMouseUp)\n\n this.domElement = domElement\n\n window.addEventListener('keydown', this.onKeyDown)\n window.addEventListener('keyup', this.onKeyUp)\n\n this.handleResize()\n }\n\n public dispose = (): void => {\n this.domElement?.removeEventListener('contextmenu', this.contextmenu)\n this.domElement?.removeEventListener('mousedown', this.onMouseDown)\n this.domElement?.removeEventListener('mousemove', this.onMouseMove)\n this.domElement?.removeEventListener('mouseup', this.onMouseUp)\n\n window.removeEventListener('keydown', this.onKeyDown)\n window.removeEventListener('keyup', this.onKeyUp)\n }\n\n public handleResize = (): void => {\n if (this.domElement) {\n this.viewHalfX = this.domElement.offsetWidth / 2\n this.viewHalfY = this.domElement.offsetHeight / 2\n }\n }\n\n private onMouseDown = (event: MouseEvent): void => {\n this.domElement?.focus()\n\n if (this.activeLook) {\n switch (event.button) {\n case 0:\n this.moveForward = true\n break\n case 2:\n this.moveBackward = true\n break\n }\n }\n\n this.mouseDragOn = true\n }\n\n private onMouseUp = (event: MouseEvent): void => {\n if (this.activeLook) {\n switch (event.button) {\n case 0:\n this.moveForward = false\n break\n case 2:\n this.moveBackward = false\n break\n }\n }\n\n this.mouseDragOn = false\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (this.domElement) {\n this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX\n this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY\n }\n }\n\n private onKeyDown = (event: KeyboardEvent): void => {\n switch (event.code) {\n case 'ArrowUp':\n case 'KeyW':\n this.moveForward = true\n break\n\n case 'ArrowLeft':\n case 'KeyA':\n this.moveLeft = true\n break\n\n case 'ArrowDown':\n case 'KeyS':\n this.moveBackward = true\n break\n\n case 'ArrowRight':\n case 'KeyD':\n this.moveRight = true\n break\n\n case 'KeyR':\n this.moveUp = true\n break\n case 'KeyF':\n this.moveDown = true\n break\n }\n }\n\n private onKeyUp = (event: KeyboardEvent): void => {\n switch (event.code) {\n case 'ArrowUp':\n case 'KeyW':\n this.moveForward = false\n break\n\n case 'ArrowLeft':\n case 'KeyA':\n this.moveLeft = false\n break\n\n case 'ArrowDown':\n case 'KeyS':\n this.moveBackward = false\n break\n\n case 'ArrowRight':\n case 'KeyD':\n this.moveRight = false\n break\n\n case 'KeyR':\n this.moveUp = false\n break\n case 'KeyF':\n this.moveDown = false\n break\n }\n }\n\n public lookAt = (x: Vector3 | number, y?: number, z?: number): this => {\n if (x instanceof Vector3) {\n this.target.copy(x)\n } else if (y && z) {\n this.target.set(x, y, z)\n }\n\n this.object.lookAt(this.target)\n\n this.setOrientation()\n\n return this\n }\n\n public update = (delta: number): void => {\n if (!this.enabled) return\n\n if (this.heightSpeed) {\n const y = MathUtils.clamp(this.object.position.y, this.heightMin, this.heightMax)\n const heightDelta = y - this.heightMin\n\n this.autoSpeedFactor = delta * (heightDelta * this.heightCoef)\n } else {\n this.autoSpeedFactor = 0.0\n }\n\n const actualMoveSpeed = delta * this.movementSpeed\n\n if (this.moveForward || (this.autoForward && !this.moveBackward)) {\n this.object.translateZ(-(actualMoveSpeed + this.autoSpeedFactor))\n }\n if (this.moveBackward) this.object.translateZ(actualMoveSpeed)\n\n if (this.moveLeft) this.object.translateX(-actualMoveSpeed)\n if (this.moveRight) this.object.translateX(actualMoveSpeed)\n\n if (this.moveUp) this.object.translateY(actualMoveSpeed)\n if (this.moveDown) this.object.translateY(-actualMoveSpeed)\n\n let actualLookSpeed = delta * this.lookSpeed\n\n if (!this.activeLook) {\n actualLookSpeed = 0\n }\n\n let verticalLookRatio = 1\n\n if (this.constrainVertical) {\n verticalLookRatio = Math.PI / (this.verticalMax - this.verticalMin)\n }\n\n this.lon -= this.mouseX * actualLookSpeed\n if (this.lookVertical) this.lat -= this.mouseY * actualLookSpeed * verticalLookRatio\n\n this.lat = Math.max(-85, Math.min(85, this.lat))\n\n let phi = MathUtils.degToRad(90 - 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{"version":3,"file":"FirstPersonControls.js","sources":["../../src/controls/FirstPersonControls.ts"],"sourcesContent":["import { MathUtils, Spherical, Vector3, Camera } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\nimport { StandardControlsEventMap } from './StandardControlsEventMap'\n\nconst targetPosition = new Vector3()\n\nexport class FirstPersonControls extends EventDispatcher<{}> {\n public object: Camera\n public domElement?: HTMLElement | null\n\n public enabled = true\n\n public movementSpeed = 1.0\n public lookSpeed = 0.005\n\n public lookVertical = true\n public autoForward = false\n\n public activeLook = true\n\n public heightSpeed = false\n public heightCoef = 1.0\n public heightMin = 0.0\n public heightMax = 1.0\n\n public constrainVertical = false\n public verticalMin = 0\n public verticalMax = Math.PI\n\n public mouseDragOn = false\n\n // internals\n\n private autoSpeedFactor = 0.0\n\n private mouseX = 0\n private mouseY = 0\n\n private moveForward = false\n private moveBackward = false\n private moveLeft = false\n private moveRight = false\n private moveUp = false\n private moveDown = false\n\n private viewHalfX = 0\n private viewHalfY = 0\n\n private lat = 0\n private lon = 0\n\n private lookDirection = new Vector3()\n private spherical = new Spherical()\n readonly target = new Vector3()\n\n constructor(object: Camera, domElement?: HTMLElement | null) {\n super()\n\n this.object = object\n this.domElement = domElement\n\n this.setOrientation()\n\n if (domElement) this.connect(domElement)\n }\n\n public connect = (domElement: HTMLElement): void => {\n domElement.setAttribute('tabindex', '-1')\n\n domElement.style.touchAction = 'none'\n\n domElement.addEventListener('contextmenu', this.contextmenu)\n domElement.addEventListener('mousemove', this.onMouseMove)\n domElement.addEventListener('mousedown', this.onMouseDown)\n domElement.addEventListener('mouseup', this.onMouseUp)\n\n this.domElement = domElement\n\n window.addEventListener('keydown', this.onKeyDown)\n window.addEventListener('keyup', this.onKeyUp)\n\n this.handleResize()\n }\n\n public dispose = (): void => {\n this.domElement?.removeEventListener('contextmenu', this.contextmenu)\n this.domElement?.removeEventListener('mousedown', this.onMouseDown)\n this.domElement?.removeEventListener('mousemove', this.onMouseMove)\n this.domElement?.removeEventListener('mouseup', this.onMouseUp)\n\n window.removeEventListener('keydown', this.onKeyDown)\n window.removeEventListener('keyup', this.onKeyUp)\n }\n\n public handleResize = (): void => {\n if (this.domElement) {\n this.viewHalfX = this.domElement.offsetWidth / 2\n this.viewHalfY = this.domElement.offsetHeight / 2\n }\n }\n\n private onMouseDown = (event: MouseEvent): void => {\n this.domElement?.focus()\n\n if (this.activeLook) {\n switch (event.button) {\n case 0:\n this.moveForward = true\n break\n case 2:\n this.moveBackward = true\n break\n }\n }\n\n this.mouseDragOn = true\n }\n\n private onMouseUp = (event: MouseEvent): void => {\n if (this.activeLook) {\n switch (event.button) {\n case 0:\n this.moveForward = false\n break\n case 2:\n this.moveBackward = false\n break\n }\n }\n\n this.mouseDragOn = false\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (this.domElement) {\n this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX\n this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY\n }\n }\n\n private onKeyDown = (event: KeyboardEvent): void => {\n switch (event.code) {\n case 'ArrowUp':\n case 'KeyW':\n this.moveForward = true\n break\n\n case 'ArrowLeft':\n case 'KeyA':\n this.moveLeft = true\n break\n\n case 'ArrowDown':\n case 'KeyS':\n this.moveBackward = true\n break\n\n case 'ArrowRight':\n case 'KeyD':\n this.moveRight = true\n break\n\n case 'KeyR':\n this.moveUp = true\n break\n case 'KeyF':\n this.moveDown = true\n break\n }\n }\n\n private onKeyUp = (event: KeyboardEvent): void => {\n switch (event.code) {\n case 'ArrowUp':\n case 'KeyW':\n this.moveForward = false\n break\n\n case 'ArrowLeft':\n case 'KeyA':\n this.moveLeft = false\n break\n\n case 'ArrowDown':\n case 'KeyS':\n this.moveBackward = false\n break\n\n case 'ArrowRight':\n case 'KeyD':\n this.moveRight = false\n break\n\n case 'KeyR':\n this.moveUp = false\n break\n case 'KeyF':\n this.moveDown = false\n break\n }\n }\n\n public lookAt = (x: Vector3 | number, y?: number, z?: number): this => {\n if (x instanceof Vector3) {\n this.target.copy(x)\n } else if (y && z) {\n this.target.set(x, y, z)\n }\n\n this.object.lookAt(this.target)\n\n this.setOrientation()\n\n return this\n }\n\n public update = (delta: number): void => {\n if (!this.enabled) return\n\n if (this.heightSpeed) {\n const y = MathUtils.clamp(this.object.position.y, this.heightMin, this.heightMax)\n const heightDelta = y - this.heightMin\n\n this.autoSpeedFactor = delta * (heightDelta * this.heightCoef)\n } else {\n this.autoSpeedFactor = 0.0\n }\n\n const actualMoveSpeed = delta * this.movementSpeed\n\n if (this.moveForward || (this.autoForward && !this.moveBackward)) {\n this.object.translateZ(-(actualMoveSpeed + this.autoSpeedFactor))\n }\n if (this.moveBackward) this.object.translateZ(actualMoveSpeed)\n\n if (this.moveLeft) this.object.translateX(-actualMoveSpeed)\n if (this.moveRight) this.object.translateX(actualMoveSpeed)\n\n if (this.moveUp) this.object.translateY(actualMoveSpeed)\n if (this.moveDown) this.object.translateY(-actualMoveSpeed)\n\n let actualLookSpeed = delta * this.lookSpeed\n\n if (!this.activeLook) {\n actualLookSpeed = 0\n }\n\n let verticalLookRatio = 1\n\n if (this.constrainVertical) {\n verticalLookRatio = Math.PI / (this.verticalMax - this.verticalMin)\n }\n\n this.lon -= this.mouseX * actualLookSpeed\n if (this.lookVertical) this.lat -= this.mouseY * actualLookSpeed * verticalLookRatio\n\n this.lat = Math.max(-85, Math.min(85, this.lat))\n\n let phi = MathUtils.degToRad(90 - 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package/controls/FlyControls.cjs
CHANGED
@@ -7,10 +7,11 @@ var __publicField = (obj, key, value) => {
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7
7
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};
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8
8
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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9
9
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const THREE = require("three");
|
10
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+
const EventDispatcher = require("./EventDispatcher.cjs");
|
10
11
|
function contextmenu(event) {
|
11
12
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event.preventDefault();
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12
13
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}
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13
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-
class FlyControls extends
|
14
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+
class FlyControls extends EventDispatcher.EventDispatcher {
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14
15
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constructor(object, domElement) {
|
15
16
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super();
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16
17
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__publicField(this, "object");
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@@ -1 +1 @@
|
|
1
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-
{"version":3,"file":"FlyControls.cjs","sources":["../../src/controls/FlyControls.ts"],"sourcesContent":["import { Camera, EventDispatcher, Quaternion, Vector3 } from 'three'\n\nfunction contextmenu(event: Event): void {\n event.preventDefault()\n}\n\nclass FlyControls extends EventDispatcher {\n public object: Camera\n public domElement: HTMLElement | Document = null!\n\n public movementSpeed = 1.0\n public rollSpeed = 0.005\n\n public dragToLook = false\n public autoForward = false\n\n private changeEvent = { type: 'change' }\n private EPS = 0.000001\n\n private tmpQuaternion = new Quaternion()\n\n private mouseStatus = 0\n\n private movementSpeedMultiplier = 1\n\n private moveState = {\n up: 0,\n down: 0,\n left: 0,\n right: 0,\n forward: 0,\n back: 0,\n pitchUp: 0,\n pitchDown: 0,\n yawLeft: 0,\n yawRight: 0,\n rollLeft: 0,\n rollRight: 0,\n }\n private moveVector = new Vector3(0, 0, 0)\n private rotationVector = new Vector3(0, 0, 0)\n\n constructor(object: Camera, domElement?: HTMLElement | Document) {\n super()\n\n this.object = object\n\n // connect events\n if (domElement !== undefined) this.connect(domElement)\n\n this.updateMovementVector()\n this.updateRotationVector()\n }\n\n private keydown = (event: KeyboardEvent): void => {\n if (event.altKey) {\n return\n }\n\n switch (event.code) {\n case 'ShiftLeft':\n case 'ShiftRight':\n this.movementSpeedMultiplier = 0.1\n break\n\n case 'KeyW':\n this.moveState.forward = 1\n break\n case 'KeyS':\n this.moveState.back = 1\n break\n\n case 'KeyA':\n this.moveState.left = 1\n break\n case 'KeyD':\n this.moveState.right = 1\n break\n\n case 'KeyR':\n this.moveState.up = 1\n break\n case 'KeyF':\n this.moveState.down = 1\n break\n\n case 'ArrowUp':\n this.moveState.pitchUp = 1\n break\n case 'ArrowDown':\n this.moveState.pitchDown = 1\n break\n\n case 'ArrowLeft':\n this.moveState.yawLeft = 1\n break\n case 'ArrowRight':\n this.moveState.yawRight = 1\n break\n\n case 'KeyQ':\n this.moveState.rollLeft = 1\n break\n case 'KeyE':\n this.moveState.rollRight = 1\n break\n }\n\n this.updateMovementVector()\n this.updateRotationVector()\n }\n\n private keyup = (event: KeyboardEvent): void => {\n switch (event.code) {\n case 'ShiftLeft':\n case 'ShiftRight':\n this.movementSpeedMultiplier = 1\n break\n\n case 'KeyW':\n this.moveState.forward = 0\n break\n case 'KeyS':\n this.moveState.back = 0\n break\n\n case 'KeyA':\n this.moveState.left = 0\n break\n case 'KeyD':\n this.moveState.right = 0\n break\n\n case 'KeyR':\n this.moveState.up = 0\n break\n case 'KeyF':\n this.moveState.down = 0\n break\n\n case 'ArrowUp':\n this.moveState.pitchUp = 0\n break\n case 'ArrowDown':\n this.moveState.pitchDown = 0\n break\n\n case 'ArrowLeft':\n this.moveState.yawLeft = 0\n break\n case 'ArrowRight':\n this.moveState.yawRight = 0\n break\n\n case 'KeyQ':\n this.moveState.rollLeft = 0\n break\n case 'KeyE':\n this.moveState.rollRight = 0\n break\n }\n\n this.updateMovementVector()\n this.updateRotationVector()\n }\n\n private pointerdown = (event: MouseEvent): void => {\n if (this.dragToLook) {\n this.mouseStatus++\n } else {\n switch (event.button) {\n case 0:\n this.moveState.forward = 1\n break\n case 2:\n this.moveState.back = 1\n break\n }\n\n this.updateMovementVector()\n }\n }\n\n private pointermove = (event: MouseEvent): void => {\n if (!this.dragToLook || this.mouseStatus > 0) {\n const container = this.getContainerDimensions()\n const halfWidth = container.size[0] / 2\n const halfHeight = container.size[1] / 2\n\n this.moveState.yawLeft = -(event.pageX - container.offset[0] - halfWidth) / halfWidth\n this.moveState.pitchDown = (event.pageY - container.offset[1] - halfHeight) / halfHeight\n\n this.updateRotationVector()\n }\n }\n\n private pointerup = (event: MouseEvent): void => {\n if (this.dragToLook) {\n this.mouseStatus--\n\n this.moveState.yawLeft = this.moveState.pitchDown = 0\n } else {\n switch (event.button) {\n case 0:\n this.moveState.forward = 0\n break\n case 2:\n this.moveState.back = 0\n break\n }\n\n this.updateMovementVector()\n }\n\n this.updateRotationVector()\n }\n\n private lastQuaternion = new Quaternion()\n private lastPosition = new Vector3()\n\n public update = (delta: number): void => {\n const moveMult = delta * this.movementSpeed\n const rotMult = delta * this.rollSpeed\n\n this.object.translateX(this.moveVector.x * moveMult)\n this.object.translateY(this.moveVector.y * moveMult)\n this.object.translateZ(this.moveVector.z * moveMult)\n\n this.tmpQuaternion\n .set(this.rotationVector.x * rotMult, this.rotationVector.y * rotMult, this.rotationVector.z * rotMult, 1)\n .normalize()\n this.object.quaternion.multiply(this.tmpQuaternion)\n\n if (\n this.lastPosition.distanceToSquared(this.object.position) > this.EPS ||\n 8 * (1 - this.lastQuaternion.dot(this.object.quaternion)) > this.EPS\n ) {\n // @ts-ignore\n this.dispatchEvent(this.changeEvent)\n this.lastQuaternion.copy(this.object.quaternion)\n this.lastPosition.copy(this.object.position)\n }\n }\n\n private updateMovementVector = (): void => {\n const forward = this.moveState.forward || (this.autoForward && !this.moveState.back) ? 1 : 0\n\n this.moveVector.x = -this.moveState.left + this.moveState.right\n this.moveVector.y = -this.moveState.down + this.moveState.up\n this.moveVector.z = -forward + this.moveState.back\n }\n\n private updateRotationVector = (): void => {\n this.rotationVector.x = -this.moveState.pitchDown + this.moveState.pitchUp\n this.rotationVector.y = -this.moveState.yawRight + this.moveState.yawLeft\n this.rotationVector.z = -this.moveState.rollRight + this.moveState.rollLeft\n }\n\n private getContainerDimensions = (): {\n size: number[]\n offset: number[]\n } => {\n if (this.domElement != document && !(this.domElement instanceof Document)) {\n return {\n size: [this.domElement.offsetWidth, this.domElement.offsetHeight],\n offset: [this.domElement.offsetLeft, this.domElement.offsetTop],\n }\n } else {\n 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{"version":3,"file":"FlyControls.cjs","sources":["../../src/controls/FlyControls.ts"],"sourcesContent":["import { Camera, Quaternion, Vector3 } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\n\nfunction contextmenu(event: Event): void {\n event.preventDefault()\n}\n\nexport interface FlyControlsEventMap {\n /**\n * Fires when the camera has been transformed by the controls.\n */\n change: {};\n}\n\nclass FlyControls extends EventDispatcher<FlyControlsEventMap> {\n public object: Camera\n public domElement: HTMLElement | Document = null!\n\n public movementSpeed = 1.0\n public rollSpeed = 0.005\n\n public dragToLook = false\n public autoForward = false\n\n private changeEvent = { type: 'change' }\n private EPS = 0.000001\n\n private tmpQuaternion = new Quaternion()\n\n private mouseStatus = 0\n\n private movementSpeedMultiplier = 1\n\n private moveState = {\n up: 0,\n down: 0,\n left: 0,\n right: 0,\n forward: 0,\n back: 0,\n pitchUp: 0,\n pitchDown: 0,\n yawLeft: 0,\n yawRight: 0,\n rollLeft: 0,\n rollRight: 0,\n }\n private moveVector = new Vector3(0, 0, 0)\n private rotationVector = new Vector3(0, 0, 0)\n\n constructor(object: Camera, domElement?: HTMLElement | Document) {\n super()\n\n this.object = object\n\n // connect events\n if (domElement !== undefined) this.connect(domElement)\n\n this.updateMovementVector()\n this.updateRotationVector()\n }\n\n private keydown = (event: KeyboardEvent): void => {\n if (event.altKey) {\n return\n }\n\n switch (event.code) {\n case 'ShiftLeft':\n case 'ShiftRight':\n this.movementSpeedMultiplier = 0.1\n break\n\n case 'KeyW':\n this.moveState.forward = 1\n break\n case 'KeyS':\n this.moveState.back = 1\n break\n\n case 'KeyA':\n this.moveState.left = 1\n break\n case 'KeyD':\n this.moveState.right = 1\n break\n\n case 'KeyR':\n this.moveState.up = 1\n break\n case 'KeyF':\n this.moveState.down = 1\n break\n\n case 'ArrowUp':\n this.moveState.pitchUp = 1\n break\n case 'ArrowDown':\n this.moveState.pitchDown = 1\n break\n\n case 'ArrowLeft':\n this.moveState.yawLeft = 1\n break\n case 'ArrowRight':\n this.moveState.yawRight = 1\n break\n\n case 'KeyQ':\n this.moveState.rollLeft = 1\n break\n case 'KeyE':\n this.moveState.rollRight = 1\n break\n }\n\n this.updateMovementVector()\n this.updateRotationVector()\n }\n\n private keyup = (event: KeyboardEvent): void => {\n switch (event.code) {\n case 'ShiftLeft':\n case 'ShiftRight':\n this.movementSpeedMultiplier = 1\n break\n\n case 'KeyW':\n this.moveState.forward = 0\n break\n case 'KeyS':\n this.moveState.back = 0\n break\n\n case 'KeyA':\n this.moveState.left = 0\n break\n case 'KeyD':\n this.moveState.right = 0\n break\n\n case 'KeyR':\n this.moveState.up = 0\n break\n case 'KeyF':\n this.moveState.down = 0\n break\n\n case 'ArrowUp':\n this.moveState.pitchUp = 0\n break\n case 'ArrowDown':\n this.moveState.pitchDown = 0\n break\n\n case 'ArrowLeft':\n this.moveState.yawLeft = 0\n break\n case 'ArrowRight':\n this.moveState.yawRight = 0\n break\n\n case 'KeyQ':\n this.moveState.rollLeft = 0\n break\n case 'KeyE':\n this.moveState.rollRight = 0\n break\n }\n\n this.updateMovementVector()\n this.updateRotationVector()\n }\n\n private pointerdown = (event: MouseEvent): void => {\n if (this.dragToLook) {\n this.mouseStatus++\n } else {\n switch (event.button) {\n case 0:\n this.moveState.forward = 1\n break\n case 2:\n this.moveState.back = 1\n break\n }\n\n this.updateMovementVector()\n }\n }\n\n private pointermove = (event: MouseEvent): void => {\n if (!this.dragToLook || this.mouseStatus > 0) {\n const container = this.getContainerDimensions()\n const halfWidth = container.size[0] / 2\n const halfHeight = container.size[1] / 2\n\n this.moveState.yawLeft = -(event.pageX - container.offset[0] - halfWidth) / halfWidth\n this.moveState.pitchDown = (event.pageY - container.offset[1] - halfHeight) / halfHeight\n\n this.updateRotationVector()\n }\n }\n\n private pointerup = (event: MouseEvent): void => {\n if (this.dragToLook) {\n this.mouseStatus--\n\n this.moveState.yawLeft = this.moveState.pitchDown = 0\n } else {\n switch (event.button) {\n case 0:\n this.moveState.forward = 0\n break\n case 2:\n this.moveState.back = 0\n break\n }\n\n this.updateMovementVector()\n }\n\n this.updateRotationVector()\n }\n\n private lastQuaternion = new Quaternion()\n private lastPosition = new Vector3()\n\n public update = (delta: number): void => {\n const moveMult = delta * this.movementSpeed\n const rotMult = delta * this.rollSpeed\n\n this.object.translateX(this.moveVector.x * moveMult)\n this.object.translateY(this.moveVector.y * moveMult)\n this.object.translateZ(this.moveVector.z * moveMult)\n\n this.tmpQuaternion\n .set(this.rotationVector.x * rotMult, this.rotationVector.y * rotMult, this.rotationVector.z * rotMult, 1)\n .normalize()\n this.object.quaternion.multiply(this.tmpQuaternion)\n\n if (\n this.lastPosition.distanceToSquared(this.object.position) > this.EPS ||\n 8 * (1 - this.lastQuaternion.dot(this.object.quaternion)) > this.EPS\n ) {\n // @ts-ignore\n this.dispatchEvent(this.changeEvent)\n this.lastQuaternion.copy(this.object.quaternion)\n this.lastPosition.copy(this.object.position)\n }\n }\n\n private updateMovementVector = (): void => {\n const forward = this.moveState.forward || (this.autoForward && !this.moveState.back) ? 1 : 0\n\n this.moveVector.x = -this.moveState.left + this.moveState.right\n this.moveVector.y = -this.moveState.down + this.moveState.up\n this.moveVector.z = -forward + this.moveState.back\n }\n\n private updateRotationVector = (): void => {\n this.rotationVector.x = -this.moveState.pitchDown + this.moveState.pitchUp\n this.rotationVector.y = -this.moveState.yawRight + this.moveState.yawLeft\n this.rotationVector.z = -this.moveState.rollRight + this.moveState.rollLeft\n }\n\n private getContainerDimensions = (): {\n size: number[]\n offset: number[]\n } => {\n if (this.domElement != document && !(this.domElement instanceof Document)) {\n return {\n size: [this.domElement.offsetWidth, this.domElement.offsetHeight],\n offset: [this.domElement.offsetLeft, this.domElement.offsetTop],\n }\n } else {\n return {\n size: [window.innerWidth, window.innerHeight],\n offset: [0, 0],\n }\n }\n }\n\n // https://github.com/mrdoob/three.js/issues/20575\n public connect = (domElement: HTMLElement | Document): void => {\n this.domElement = domElement\n\n if (!(domElement instanceof Document)) {\n domElement.setAttribute('tabindex', -1 as any)\n }\n\n this.domElement.addEventListener('contextmenu', contextmenu)\n ;(this.domElement as HTMLElement).addEventListener('pointermove', this.pointermove)\n ;(this.domElement as HTMLElement).addEventListener('pointerdown', this.pointerdown)\n ;(this.domElement as HTMLElement).addEventListener('pointerup', this.pointerup)\n\n window.addEventListener('keydown', this.keydown)\n window.addEventListener('keyup', this.keyup)\n }\n\n public dispose = (): void => {\n 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|
@@ -1,5 +1,12 @@
|
|
1
|
-
import { Camera
|
2
|
-
|
1
|
+
import { Camera } from 'three';
|
2
|
+
import { EventDispatcher } from './EventDispatcher';
|
3
|
+
export interface FlyControlsEventMap {
|
4
|
+
/**
|
5
|
+
* Fires when the camera has been transformed by the controls.
|
6
|
+
*/
|
7
|
+
change: {};
|
8
|
+
}
|
9
|
+
declare class FlyControls extends EventDispatcher<FlyControlsEventMap> {
|
3
10
|
object: Camera;
|
4
11
|
domElement: HTMLElement | Document;
|
5
12
|
movementSpeed: number;
|
package/controls/FlyControls.js
CHANGED
@@ -4,7 +4,8 @@ var __publicField = (obj, key, value) => {
|
|
4
4
|
__defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
|
5
5
|
return value;
|
6
6
|
};
|
7
|
-
import {
|
7
|
+
import { Quaternion, Vector3 } from "three";
|
8
|
+
import { EventDispatcher } from "./EventDispatcher.js";
|
8
9
|
function contextmenu(event) {
|
9
10
|
event.preventDefault();
|
10
11
|
}
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"FlyControls.js","sources":["../../src/controls/FlyControls.ts"],"sourcesContent":["import { Camera, EventDispatcher, Quaternion, Vector3 } from 'three'\n\nfunction contextmenu(event: Event): void {\n event.preventDefault()\n}\n\nclass FlyControls extends EventDispatcher {\n public object: Camera\n public domElement: HTMLElement | Document = null!\n\n public movementSpeed = 1.0\n public rollSpeed = 0.005\n\n public dragToLook = false\n public autoForward = false\n\n private changeEvent = { type: 'change' }\n private EPS = 0.000001\n\n private tmpQuaternion = new Quaternion()\n\n private mouseStatus = 0\n\n private movementSpeedMultiplier = 1\n\n private moveState = {\n up: 0,\n down: 0,\n left: 0,\n right: 0,\n forward: 0,\n back: 0,\n pitchUp: 0,\n pitchDown: 0,\n yawLeft: 0,\n yawRight: 0,\n rollLeft: 0,\n rollRight: 0,\n }\n private moveVector = new Vector3(0, 0, 0)\n private rotationVector = new Vector3(0, 0, 0)\n\n constructor(object: Camera, domElement?: HTMLElement | Document) {\n super()\n\n this.object = object\n\n // connect events\n if (domElement !== undefined) this.connect(domElement)\n\n this.updateMovementVector()\n this.updateRotationVector()\n }\n\n private keydown = (event: KeyboardEvent): void => {\n if (event.altKey) {\n return\n }\n\n switch (event.code) {\n case 'ShiftLeft':\n case 'ShiftRight':\n this.movementSpeedMultiplier = 0.1\n break\n\n case 'KeyW':\n this.moveState.forward = 1\n break\n case 'KeyS':\n this.moveState.back = 1\n break\n\n case 'KeyA':\n this.moveState.left = 1\n break\n case 'KeyD':\n this.moveState.right = 1\n break\n\n case 'KeyR':\n this.moveState.up = 1\n break\n case 'KeyF':\n this.moveState.down = 1\n break\n\n case 'ArrowUp':\n this.moveState.pitchUp = 1\n break\n case 'ArrowDown':\n this.moveState.pitchDown = 1\n break\n\n case 'ArrowLeft':\n this.moveState.yawLeft = 1\n break\n case 'ArrowRight':\n this.moveState.yawRight = 1\n break\n\n case 'KeyQ':\n this.moveState.rollLeft = 1\n break\n case 'KeyE':\n this.moveState.rollRight = 1\n break\n }\n\n this.updateMovementVector()\n this.updateRotationVector()\n }\n\n private keyup = (event: KeyboardEvent): void => {\n switch (event.code) {\n case 'ShiftLeft':\n case 'ShiftRight':\n this.movementSpeedMultiplier = 1\n break\n\n case 'KeyW':\n this.moveState.forward = 0\n break\n case 'KeyS':\n this.moveState.back = 0\n break\n\n case 'KeyA':\n this.moveState.left = 0\n break\n case 'KeyD':\n this.moveState.right = 0\n break\n\n case 'KeyR':\n this.moveState.up = 0\n break\n case 'KeyF':\n this.moveState.down = 0\n break\n\n case 'ArrowUp':\n this.moveState.pitchUp = 0\n break\n case 'ArrowDown':\n this.moveState.pitchDown = 0\n break\n\n case 'ArrowLeft':\n this.moveState.yawLeft = 0\n break\n case 'ArrowRight':\n this.moveState.yawRight = 0\n break\n\n case 'KeyQ':\n this.moveState.rollLeft = 0\n break\n case 'KeyE':\n this.moveState.rollRight = 0\n break\n }\n\n this.updateMovementVector()\n this.updateRotationVector()\n }\n\n private pointerdown = (event: MouseEvent): void => {\n if (this.dragToLook) {\n this.mouseStatus++\n } else {\n switch (event.button) {\n case 0:\n this.moveState.forward = 1\n break\n case 2:\n this.moveState.back = 1\n break\n }\n\n this.updateMovementVector()\n }\n }\n\n private pointermove = (event: MouseEvent): void => {\n if (!this.dragToLook || this.mouseStatus > 0) {\n const container = this.getContainerDimensions()\n const halfWidth = container.size[0] / 2\n const halfHeight = container.size[1] / 2\n\n this.moveState.yawLeft = -(event.pageX - container.offset[0] - halfWidth) / halfWidth\n this.moveState.pitchDown = (event.pageY - container.offset[1] - halfHeight) / halfHeight\n\n this.updateRotationVector()\n }\n }\n\n private pointerup = (event: MouseEvent): void => {\n if (this.dragToLook) {\n this.mouseStatus--\n\n this.moveState.yawLeft = this.moveState.pitchDown = 0\n } else {\n switch (event.button) {\n case 0:\n this.moveState.forward = 0\n break\n case 2:\n this.moveState.back = 0\n break\n }\n\n this.updateMovementVector()\n }\n\n this.updateRotationVector()\n }\n\n private lastQuaternion = new Quaternion()\n private lastPosition = new Vector3()\n\n public update = (delta: number): void => {\n const moveMult = delta * this.movementSpeed\n const rotMult = delta * this.rollSpeed\n\n this.object.translateX(this.moveVector.x * moveMult)\n this.object.translateY(this.moveVector.y * moveMult)\n this.object.translateZ(this.moveVector.z * moveMult)\n\n this.tmpQuaternion\n .set(this.rotationVector.x * rotMult, this.rotationVector.y * rotMult, this.rotationVector.z * rotMult, 1)\n .normalize()\n this.object.quaternion.multiply(this.tmpQuaternion)\n\n if (\n this.lastPosition.distanceToSquared(this.object.position) > this.EPS ||\n 8 * (1 - this.lastQuaternion.dot(this.object.quaternion)) > this.EPS\n ) {\n // @ts-ignore\n this.dispatchEvent(this.changeEvent)\n this.lastQuaternion.copy(this.object.quaternion)\n this.lastPosition.copy(this.object.position)\n }\n }\n\n private updateMovementVector = (): void => {\n const forward = this.moveState.forward || (this.autoForward && !this.moveState.back) ? 1 : 0\n\n this.moveVector.x = -this.moveState.left + this.moveState.right\n this.moveVector.y = -this.moveState.down + this.moveState.up\n this.moveVector.z = -forward + this.moveState.back\n }\n\n private updateRotationVector = (): void => {\n this.rotationVector.x = -this.moveState.pitchDown + this.moveState.pitchUp\n this.rotationVector.y = -this.moveState.yawRight + this.moveState.yawLeft\n this.rotationVector.z = -this.moveState.rollRight + this.moveState.rollLeft\n }\n\n private getContainerDimensions = (): {\n size: number[]\n offset: number[]\n } => {\n if (this.domElement != document && !(this.domElement instanceof Document)) {\n return {\n size: [this.domElement.offsetWidth, this.domElement.offsetHeight],\n offset: [this.domElement.offsetLeft, this.domElement.offsetTop],\n }\n } else {\n 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{"version":3,"file":"FlyControls.js","sources":["../../src/controls/FlyControls.ts"],"sourcesContent":["import { Camera, Quaternion, Vector3 } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\n\nfunction contextmenu(event: Event): void {\n event.preventDefault()\n}\n\nexport interface FlyControlsEventMap {\n /**\n * Fires when the camera has been transformed by the controls.\n */\n change: {};\n}\n\nclass FlyControls extends EventDispatcher<FlyControlsEventMap> {\n public object: Camera\n public domElement: HTMLElement | Document = null!\n\n public movementSpeed = 1.0\n public rollSpeed = 0.005\n\n public dragToLook = false\n public autoForward = false\n\n private changeEvent = { type: 'change' }\n private EPS = 0.000001\n\n private tmpQuaternion = new Quaternion()\n\n private mouseStatus = 0\n\n private movementSpeedMultiplier = 1\n\n private moveState = {\n up: 0,\n down: 0,\n left: 0,\n right: 0,\n forward: 0,\n back: 0,\n pitchUp: 0,\n pitchDown: 0,\n yawLeft: 0,\n yawRight: 0,\n rollLeft: 0,\n rollRight: 0,\n }\n private moveVector = new Vector3(0, 0, 0)\n private rotationVector = new Vector3(0, 0, 0)\n\n constructor(object: Camera, domElement?: HTMLElement | Document) {\n super()\n\n this.object = object\n\n // connect events\n if (domElement !== undefined) this.connect(domElement)\n\n this.updateMovementVector()\n this.updateRotationVector()\n }\n\n private keydown = (event: KeyboardEvent): void => {\n if (event.altKey) {\n return\n }\n\n switch (event.code) {\n case 'ShiftLeft':\n case 'ShiftRight':\n this.movementSpeedMultiplier = 0.1\n break\n\n case 'KeyW':\n this.moveState.forward = 1\n break\n case 'KeyS':\n this.moveState.back = 1\n break\n\n case 'KeyA':\n this.moveState.left = 1\n break\n case 'KeyD':\n this.moveState.right = 1\n break\n\n case 'KeyR':\n this.moveState.up = 1\n break\n case 'KeyF':\n this.moveState.down = 1\n break\n\n case 'ArrowUp':\n this.moveState.pitchUp = 1\n break\n case 'ArrowDown':\n this.moveState.pitchDown = 1\n break\n\n case 'ArrowLeft':\n this.moveState.yawLeft = 1\n break\n case 'ArrowRight':\n this.moveState.yawRight = 1\n break\n\n case 'KeyQ':\n this.moveState.rollLeft = 1\n break\n case 'KeyE':\n this.moveState.rollRight = 1\n break\n }\n\n this.updateMovementVector()\n this.updateRotationVector()\n }\n\n private keyup = (event: KeyboardEvent): void => {\n switch (event.code) {\n case 'ShiftLeft':\n case 'ShiftRight':\n this.movementSpeedMultiplier = 1\n break\n\n case 'KeyW':\n this.moveState.forward = 0\n break\n case 'KeyS':\n this.moveState.back = 0\n break\n\n case 'KeyA':\n this.moveState.left = 0\n break\n case 'KeyD':\n this.moveState.right = 0\n break\n\n case 'KeyR':\n this.moveState.up = 0\n break\n case 'KeyF':\n this.moveState.down = 0\n break\n\n case 'ArrowUp':\n this.moveState.pitchUp = 0\n break\n case 'ArrowDown':\n this.moveState.pitchDown = 0\n break\n\n case 'ArrowLeft':\n this.moveState.yawLeft = 0\n break\n case 'ArrowRight':\n this.moveState.yawRight = 0\n break\n\n case 'KeyQ':\n this.moveState.rollLeft = 0\n break\n case 'KeyE':\n this.moveState.rollRight = 0\n break\n }\n\n this.updateMovementVector()\n this.updateRotationVector()\n }\n\n private pointerdown = (event: MouseEvent): void => {\n if (this.dragToLook) {\n this.mouseStatus++\n } else {\n switch (event.button) {\n case 0:\n this.moveState.forward = 1\n break\n case 2:\n this.moveState.back = 1\n break\n }\n\n this.updateMovementVector()\n }\n }\n\n private pointermove = (event: MouseEvent): void => {\n if (!this.dragToLook || this.mouseStatus > 0) {\n const container = this.getContainerDimensions()\n const halfWidth = container.size[0] / 2\n const halfHeight = container.size[1] / 2\n\n this.moveState.yawLeft = -(event.pageX - container.offset[0] - halfWidth) / halfWidth\n this.moveState.pitchDown = (event.pageY - container.offset[1] - halfHeight) / halfHeight\n\n this.updateRotationVector()\n }\n }\n\n private pointerup = (event: MouseEvent): void => {\n if (this.dragToLook) {\n this.mouseStatus--\n\n this.moveState.yawLeft = this.moveState.pitchDown = 0\n } else {\n switch (event.button) {\n case 0:\n this.moveState.forward = 0\n break\n case 2:\n this.moveState.back = 0\n break\n }\n\n this.updateMovementVector()\n }\n\n this.updateRotationVector()\n }\n\n private lastQuaternion = new Quaternion()\n private lastPosition = new Vector3()\n\n public update = (delta: number): void => {\n const moveMult = delta * this.movementSpeed\n const rotMult = delta * this.rollSpeed\n\n this.object.translateX(this.moveVector.x * moveMult)\n this.object.translateY(this.moveVector.y * moveMult)\n this.object.translateZ(this.moveVector.z * moveMult)\n\n this.tmpQuaternion\n .set(this.rotationVector.x * rotMult, this.rotationVector.y * rotMult, this.rotationVector.z * rotMult, 1)\n .normalize()\n this.object.quaternion.multiply(this.tmpQuaternion)\n\n if (\n this.lastPosition.distanceToSquared(this.object.position) > this.EPS ||\n 8 * (1 - this.lastQuaternion.dot(this.object.quaternion)) > this.EPS\n ) {\n // @ts-ignore\n this.dispatchEvent(this.changeEvent)\n this.lastQuaternion.copy(this.object.quaternion)\n this.lastPosition.copy(this.object.position)\n }\n }\n\n private updateMovementVector = (): void => {\n const forward = this.moveState.forward || (this.autoForward && !this.moveState.back) ? 1 : 0\n\n this.moveVector.x = -this.moveState.left + this.moveState.right\n this.moveVector.y = -this.moveState.down + this.moveState.up\n this.moveVector.z = -forward + this.moveState.back\n }\n\n private updateRotationVector = (): void => {\n this.rotationVector.x = -this.moveState.pitchDown + this.moveState.pitchUp\n this.rotationVector.y = -this.moveState.yawRight + this.moveState.yawLeft\n this.rotationVector.z = -this.moveState.rollRight + this.moveState.rollLeft\n }\n\n private getContainerDimensions = (): {\n size: number[]\n offset: number[]\n } => {\n if (this.domElement != document && !(this.domElement instanceof Document)) {\n return {\n size: [this.domElement.offsetWidth, this.domElement.offsetHeight],\n offset: [this.domElement.offsetLeft, this.domElement.offsetTop],\n }\n } else {\n return {\n size: [window.innerWidth, window.innerHeight],\n offset: [0, 0],\n }\n }\n }\n\n // https://github.com/mrdoob/three.js/issues/20575\n public connect = (domElement: HTMLElement | Document): void => {\n this.domElement = domElement\n\n if (!(domElement instanceof Document)) {\n domElement.setAttribute('tabindex', -1 as any)\n }\n\n this.domElement.addEventListener('contextmenu', contextmenu)\n ;(this.domElement as HTMLElement).addEventListener('pointermove', this.pointermove)\n ;(this.domElement as HTMLElement).addEventListener('pointerdown', this.pointerdown)\n ;(this.domElement as HTMLElement).addEventListener('pointerup', this.pointerup)\n\n window.addEventListener('keydown', this.keydown)\n window.addEventListener('keyup', this.keyup)\n }\n\n public dispose = (): void => {\n 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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 Matrix4,\n MOUSE,\n OrthographicCamera,\n PerspectiveCamera,\n Quaternion,\n Spherical,\n TOUCH,\n Vector2,\n Vector3,\n Ray,\n Plane,\n} from 'three'\nimport { EventDispatcher } from './EventDispatcher'\nimport { StandardControlsEventMap } from './StandardControlsEventMap'\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<StandardControlsEventMap> {\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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