three-stdlib 2.34.0 → 2.35.0
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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 +2 -1
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.d.ts +4 -2
- package/controls/OrbitControls.js +2 -1
- 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/helpers/RaycasterHelper.d.ts +33 -0
- package/package.json +1 -1
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{"version":3,"file":"OrbitControls.js","sources":["../../src/controls/OrbitControls.ts"],"sourcesContent":["import {\n EventDispatcher,\n Matrix4,\n MOUSE,\n OrthographicCamera,\n PerspectiveCamera,\n Quaternion,\n Spherical,\n TOUCH,\n Vector2,\n Vector3,\n Ray,\n Plane,\n} from 'three'\n\nconst _ray = new Ray()\nconst _plane = new Plane()\nconst TILT_LIMIT = Math.cos(70 * (Math.PI / 180))\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n//\n// Orbit - left mouse / touch: one-finger move\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move\n\nconst moduloWrapAround = (offset: number, capacity: number) => ((offset % capacity) + capacity) % capacity\n\nclass OrbitControls extends EventDispatcher {\n object: PerspectiveCamera | OrthographicCamera\n domElement: HTMLElement | undefined\n // Set to false to disable this control\n enabled = true\n // \"target\" sets the location of focus, where the object orbits around\n target = new Vector3()\n // How far you can dolly in and out ( PerspectiveCamera only )\n minDistance = 0\n maxDistance = Infinity\n // How far you can zoom in and out ( OrthographicCamera only )\n minZoom = 0\n maxZoom = Infinity\n // How far you can orbit vertically, upper and lower limits.\n // Range is 0 to Math.PI radians.\n minPolarAngle = 0 // radians\n maxPolarAngle = Math.PI // radians\n // How far you can orbit horizontally, upper and lower limits.\n // If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )\n minAzimuthAngle = -Infinity // radians\n maxAzimuthAngle = Infinity // radians\n // Set to true to enable damping (inertia)\n // If damping is enabled, you must call controls.update() in your animation loop\n enableDamping = false\n dampingFactor = 0.05\n // This option actually enables dollying in and out; left as \"zoom\" for backwards compatibility.\n // Set to false to disable zooming\n enableZoom = true\n zoomSpeed = 1.0\n // Set to false to disable rotating\n enableRotate = true\n rotateSpeed = 1.0\n // Set to false to disable panning\n enablePan = true\n panSpeed = 1.0\n screenSpacePanning = true // if false, pan orthogonal to world-space direction camera.up\n keyPanSpeed = 7.0 // pixels moved per arrow key push\n zoomToCursor = false\n // Set to true to automatically rotate around the target\n // If auto-rotate is enabled, you must call controls.update() in your animation loop\n autoRotate = false\n autoRotateSpeed = 2.0 // 30 seconds per orbit when fps is 60\n reverseOrbit = false // true if you want to reverse the orbit to mouse drag from left to right = orbits left\n reverseHorizontalOrbit = false // true if you want to reverse the horizontal orbit direction\n reverseVerticalOrbit = false // true if you want to reverse the vertical orbit direction\n // The four arrow keys\n keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' }\n // Mouse buttons\n mouseButtons: Partial<{\n LEFT: MOUSE\n MIDDLE: MOUSE\n RIGHT: MOUSE\n }> = {\n LEFT: MOUSE.ROTATE,\n MIDDLE: MOUSE.DOLLY,\n RIGHT: MOUSE.PAN,\n }\n // Touch fingers\n touches: Partial<{\n ONE: TOUCH\n TWO: TOUCH\n }> = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN }\n target0: Vector3\n position0: Vector3\n zoom0: number\n // the target DOM element for key events\n _domElementKeyEvents: any = null\n\n getPolarAngle: () => number\n getAzimuthalAngle: () => number\n setPolarAngle: (x: number) => void\n setAzimuthalAngle: (x: number) => void\n getDistance: () => number\n // Not used in most scenarios, however they can be useful for specific use cases\n getZoomScale: () => number\n\n listenToKeyEvents: (domElement: HTMLElement) => void\n stopListenToKeyEvents: () => void\n saveState: () => void\n reset: () => void\n update: () => void\n connect: (domElement: HTMLElement) => void\n dispose: () => void\n\n // Dolly in programmatically\n dollyIn: (dollyScale?: number) => void\n // Dolly out programmatically\n dollyOut: (dollyScale?: number) => void\n // Get the current scale\n getScale: () => number\n // Set the current scale (these are not used in most scenarios, however they can be useful for specific use cases)\n setScale: (newScale: number) => void\n \n\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super()\n\n this.object = object\n this.domElement = domElement\n\n // for reset\n this.target0 = this.target.clone()\n this.position0 = this.object.position.clone()\n this.zoom0 = this.object.zoom\n\n //\n // public methods\n //\n\n this.getPolarAngle = (): number => spherical.phi\n\n this.getAzimuthalAngle = (): number => spherical.theta\n\n this.setPolarAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let phi = moduloWrapAround(value, 2 * Math.PI)\n let currentPhi = spherical.phi\n\n // convert to the equivalent shortest angle\n if (currentPhi < 0) currentPhi += 2 * Math.PI\n if (phi < 0) phi += 2 * Math.PI\n let phiDist = Math.abs(phi - currentPhi)\n if (2 * Math.PI - phiDist < phiDist) {\n if (phi < currentPhi) {\n phi += 2 * Math.PI\n } else {\n currentPhi += 2 * Math.PI\n }\n }\n sphericalDelta.phi = phi - currentPhi\n scope.update()\n }\n\n this.setAzimuthalAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let theta = moduloWrapAround(value, 2 * Math.PI)\n let currentTheta = spherical.theta\n\n // convert to the equivalent shortest angle\n if (currentTheta < 0) currentTheta += 2 * Math.PI\n if (theta < 0) theta += 2 * Math.PI\n let thetaDist = Math.abs(theta - currentTheta)\n if (2 * Math.PI - thetaDist < thetaDist) {\n if (theta < currentTheta) {\n theta += 2 * Math.PI\n } else {\n currentTheta += 2 * Math.PI\n }\n }\n sphericalDelta.theta = theta - currentTheta\n scope.update()\n }\n\n this.getDistance = (): number => scope.object.position.distanceTo(scope.target)\n\n this.listenToKeyEvents = (domElement: HTMLElement): void => {\n domElement.addEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = domElement\n }\n\n this.stopListenToKeyEvents = (): void => {\n this._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = null\n }\n\n this.saveState = (): void => {\n scope.target0.copy(scope.target)\n scope.position0.copy(scope.object.position)\n scope.zoom0 = scope.object.zoom\n }\n\n this.reset = (): void => {\n scope.target.copy(scope.target0)\n scope.object.position.copy(scope.position0)\n scope.object.zoom = scope.zoom0\n scope.object.updateProjectionMatrix()\n\n // @ts-ignore\n scope.dispatchEvent(changeEvent)\n\n scope.update()\n\n state = STATE.NONE\n }\n\n // this method is exposed, but perhaps it would be better if we can make it private...\n this.update = ((): (() => void) => {\n const offset = new Vector3()\n const up = new Vector3(0, 1, 0)\n\n // so camera.up is the orbit axis\n const quat = new Quaternion().setFromUnitVectors(object.up, up)\n const quatInverse = quat.clone().invert()\n\n const lastPosition = new Vector3()\n const lastQuaternion = new Quaternion()\n\n const twoPI = 2 * Math.PI\n\n return function update(): boolean {\n const position = scope.object.position\n\n // update new up direction\n quat.setFromUnitVectors(object.up, up)\n quatInverse.copy(quat).invert()\n\n offset.copy(position).sub(scope.target)\n\n // rotate offset to \"y-axis-is-up\" space\n offset.applyQuaternion(quat)\n\n // angle from z-axis around y-axis\n spherical.setFromVector3(offset)\n\n if (scope.autoRotate && state === STATE.NONE) {\n rotateLeft(getAutoRotationAngle())\n }\n\n if (scope.enableDamping) {\n spherical.theta += sphericalDelta.theta * scope.dampingFactor\n spherical.phi += sphericalDelta.phi * scope.dampingFactor\n } else {\n spherical.theta += sphericalDelta.theta\n spherical.phi += sphericalDelta.phi\n }\n\n // restrict theta to be between desired limits\n\n let min = scope.minAzimuthAngle\n let max = scope.maxAzimuthAngle\n\n if (isFinite(min) && isFinite(max)) {\n if (min < -Math.PI) min += twoPI\n else if (min > Math.PI) min -= twoPI\n\n if (max < -Math.PI) max += twoPI\n else if (max > Math.PI) max -= twoPI\n\n if (min <= max) {\n spherical.theta = Math.max(min, Math.min(max, spherical.theta))\n } else {\n spherical.theta =\n spherical.theta > (min + max) / 2 ? Math.max(min, spherical.theta) : Math.min(max, spherical.theta)\n }\n }\n\n // restrict phi to be between desired limits\n spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi))\n spherical.makeSafe()\n\n // move target to panned location\n\n if (scope.enableDamping === true) {\n scope.target.addScaledVector(panOffset, scope.dampingFactor)\n } else {\n scope.target.add(panOffset)\n }\n\n // adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera\n // we adjust zoom later in these cases\n if ((scope.zoomToCursor && performCursorZoom) || (scope.object as OrthographicCamera).isOrthographicCamera) {\n spherical.radius = clampDistance(spherical.radius)\n } else {\n spherical.radius = clampDistance(spherical.radius * scale)\n }\n\n offset.setFromSpherical(spherical)\n\n // rotate offset back to \"camera-up-vector-is-up\" space\n offset.applyQuaternion(quatInverse)\n\n position.copy(scope.target).add(offset)\n\n if (!scope.object.matrixAutoUpdate) scope.object.updateMatrix()\n scope.object.lookAt(scope.target)\n\n if (scope.enableDamping === true) {\n sphericalDelta.theta *= 1 - scope.dampingFactor\n sphericalDelta.phi *= 1 - scope.dampingFactor\n\n panOffset.multiplyScalar(1 - scope.dampingFactor)\n } else {\n sphericalDelta.set(0, 0, 0)\n\n panOffset.set(0, 0, 0)\n }\n\n // adjust camera position\n let zoomChanged = false\n if (scope.zoomToCursor && performCursorZoom) {\n let newRadius = null\n if (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // move the camera down the pointer ray\n // this method avoids floating point error\n const prevRadius = offset.length()\n newRadius = clampDistance(prevRadius * scale)\n\n const radiusDelta = prevRadius - newRadius\n scope.object.position.addScaledVector(dollyDirection, radiusDelta)\n scope.object.updateMatrixWorld()\n } else if ((scope.object as OrthographicCamera).isOrthographicCamera) {\n // adjust the ortho camera position based on zoom changes\n const mouseBefore = new Vector3(mouse.x, mouse.y, 0)\n mouseBefore.unproject(scope.object)\n\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n zoomChanged = true\n\n const mouseAfter = new Vector3(mouse.x, mouse.y, 0)\n mouseAfter.unproject(scope.object)\n\n scope.object.position.sub(mouseAfter).add(mouseBefore)\n scope.object.updateMatrixWorld()\n\n newRadius = offset.length()\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.')\n scope.zoomToCursor = false\n }\n\n // handle the placement of the target\n if (newRadius !== null) {\n if (scope.screenSpacePanning) {\n // position the orbit target in front of the new camera position\n scope.target\n .set(0, 0, -1)\n .transformDirection(scope.object.matrix)\n .multiplyScalar(newRadius)\n .add(scope.object.position)\n } else {\n // get the ray and translation plane to compute target\n _ray.origin.copy(scope.object.position)\n _ray.direction.set(0, 0, -1).transformDirection(scope.object.matrix)\n\n // if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid\n // extremely large values\n if (Math.abs(scope.object.up.dot(_ray.direction)) < TILT_LIMIT) {\n object.lookAt(scope.target)\n } else {\n _plane.setFromNormalAndCoplanarPoint(scope.object.up, scope.target)\n _ray.intersectPlane(_plane, scope.target)\n }\n }\n }\n } else if (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n zoomChanged = scale !== 1\n\n if (zoomChanged) {\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n }\n }\n\n scale = 1\n performCursorZoom = false\n\n // update condition is:\n // min(camera displacement, camera rotation in radians)^2 > EPS\n // using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\n if (\n zoomChanged ||\n lastPosition.distanceToSquared(scope.object.position) > EPS ||\n 8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS\n ) {\n // @ts-ignore\n scope.dispatchEvent(changeEvent)\n\n lastPosition.copy(scope.object.position)\n lastQuaternion.copy(scope.object.quaternion)\n zoomChanged = false\n\n return true\n }\n\n return false\n }\n })()\n\n // https://github.com/mrdoob/three.js/issues/20575\n this.connect = (domElement: HTMLElement): void => {\n scope.domElement = domElement\n // disables touch scroll\n // touch-action needs to be defined for pointer events to work on mobile\n // https://stackoverflow.com/a/48254578\n scope.domElement.style.touchAction = 'none'\n scope.domElement.addEventListener('contextmenu', onContextMenu)\n scope.domElement.addEventListener('pointerdown', onPointerDown)\n scope.domElement.addEventListener('pointercancel', onPointerUp)\n scope.domElement.addEventListener('wheel', onMouseWheel)\n }\n\n this.dispose = (): void => {\n // Enabling touch scroll\n if (scope.domElement) {\n scope.domElement.style.touchAction = 'auto'\n }\n scope.domElement?.removeEventListener('contextmenu', onContextMenu)\n scope.domElement?.removeEventListener('pointerdown', onPointerDown)\n scope.domElement?.removeEventListener('pointercancel', onPointerUp)\n scope.domElement?.removeEventListener('wheel', onMouseWheel)\n scope.domElement?.ownerDocument.removeEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.removeEventListener('pointerup', onPointerUp)\n if (scope._domElementKeyEvents !== null) {\n scope._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n }\n //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?\n }\n\n //\n // internals\n //\n\n const scope = this\n\n const changeEvent = { type: 'change' }\n const startEvent = { type: 'start' }\n const endEvent = { type: 'end' }\n\n const STATE = {\n NONE: -1,\n ROTATE: 0,\n DOLLY: 1,\n PAN: 2,\n TOUCH_ROTATE: 3,\n TOUCH_PAN: 4,\n TOUCH_DOLLY_PAN: 5,\n TOUCH_DOLLY_ROTATE: 6,\n }\n\n let state = STATE.NONE\n\n const EPS = 0.000001\n\n // current position in spherical coordinates\n const spherical = new Spherical()\n const sphericalDelta = new Spherical()\n\n let scale = 1\n const panOffset = new Vector3()\n\n const rotateStart = new Vector2()\n const rotateEnd = new Vector2()\n const rotateDelta = new Vector2()\n\n const panStart = new Vector2()\n const panEnd = new Vector2()\n const panDelta = new Vector2()\n\n const dollyStart = new Vector2()\n const dollyEnd = new Vector2()\n const dollyDelta = new Vector2()\n\n const dollyDirection = new Vector3()\n const mouse = new Vector2()\n let performCursorZoom = false\n\n const pointers: PointerEvent[] = []\n const pointerPositions: { [key: string]: Vector2 } = {}\n\n function getAutoRotationAngle(): number {\n return ((2 * Math.PI) / 60 / 60) * scope.autoRotateSpeed\n }\n\n function getZoomScale(): number {\n return Math.pow(0.95, scope.zoomSpeed)\n }\n\n function rotateLeft(angle: number): void {\n if (scope.reverseOrbit || scope.reverseHorizontalOrbit) {\n sphericalDelta.theta += angle\n } else {\n sphericalDelta.theta -= angle\n }\n }\n\n function rotateUp(angle: number): void {\n if (scope.reverseOrbit || scope.reverseVerticalOrbit) {\n sphericalDelta.phi += angle\n } else {\n sphericalDelta.phi -= angle\n }\n }\n\n const panLeft = (() => {\n const v = new Vector3()\n\n return function panLeft(distance: number, objectMatrix: Matrix4) {\n v.setFromMatrixColumn(objectMatrix, 0) // get X column of objectMatrix\n v.multiplyScalar(-distance)\n\n panOffset.add(v)\n }\n })()\n\n const panUp = (() => {\n const v = new Vector3()\n\n return function panUp(distance: number, objectMatrix: Matrix4) {\n if (scope.screenSpacePanning === true) {\n v.setFromMatrixColumn(objectMatrix, 1)\n } else {\n v.setFromMatrixColumn(objectMatrix, 0)\n v.crossVectors(scope.object.up, v)\n }\n\n v.multiplyScalar(distance)\n\n panOffset.add(v)\n }\n })()\n\n // deltaX and deltaY are in pixels; right and down are positive\n const pan = (() => {\n const offset = new Vector3()\n\n return function pan(deltaX: number, deltaY: number) {\n const element = scope.domElement\n\n if (element && scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // perspective\n const position = scope.object.position\n offset.copy(position).sub(scope.target)\n let targetDistance = offset.length()\n\n // half of the fov is center to top of screen\n targetDistance *= Math.tan(((scope.object.fov / 2) * Math.PI) / 180.0)\n\n // we use only clientHeight here so aspect ratio does not distort speed\n panLeft((2 * deltaX * targetDistance) / element.clientHeight, scope.object.matrix)\n panUp((2 * deltaY * targetDistance) / element.clientHeight, scope.object.matrix)\n } else if (element && scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n // orthographic\n panLeft(\n (deltaX * (scope.object.right - scope.object.left)) / scope.object.zoom / element.clientWidth,\n scope.object.matrix,\n )\n panUp(\n (deltaY * (scope.object.top - scope.object.bottom)) / scope.object.zoom / element.clientHeight,\n scope.object.matrix,\n )\n } else {\n // camera neither orthographic nor perspective\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.')\n scope.enablePan = false\n }\n }\n })()\n\n function setScale(newScale: number) {\n if (\n (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) ||\n (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera)\n ) {\n scale = newScale\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.')\n scope.enableZoom = false\n }\n }\n\n function dollyOut(dollyScale: number) {\n setScale(scale / dollyScale)\n }\n\n function dollyIn(dollyScale: number) {\n setScale(scale * dollyScale)\n }\n\n function updateMouseParameters(event: MouseEvent): void {\n if (!scope.zoomToCursor || !scope.domElement) {\n return\n }\n\n performCursorZoom = true\n\n const rect = scope.domElement.getBoundingClientRect()\n const x = event.clientX - rect.left\n const y = event.clientY - rect.top\n const w = rect.width\n const h = rect.height\n\n mouse.x = (x / w) * 2 - 1\n mouse.y = -(y / h) * 2 + 1\n\n dollyDirection.set(mouse.x, mouse.y, 1).unproject(scope.object).sub(scope.object.position).normalize()\n }\n\n function clampDistance(dist: number): number {\n return Math.max(scope.minDistance, Math.min(scope.maxDistance, dist))\n }\n\n //\n // event callbacks - update the object state\n //\n\n function handleMouseDownRotate(event: MouseEvent) {\n rotateStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownDolly(event: MouseEvent) {\n updateMouseParameters(event)\n dollyStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownPan(event: MouseEvent) {\n panStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseMoveRotate(event: MouseEvent) {\n rotateEnd.set(event.clientX, event.clientY)\n rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)\n\n const element = scope.domElement\n\n if (element) {\n rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height\n rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)\n }\n rotateStart.copy(rotateEnd)\n scope.update()\n }\n\n function handleMouseMoveDolly(event: MouseEvent) {\n dollyEnd.set(event.clientX, event.clientY)\n dollyDelta.subVectors(dollyEnd, dollyStart)\n\n if (dollyDelta.y > 0) {\n dollyOut(getZoomScale())\n } else if (dollyDelta.y < 0) {\n dollyIn(getZoomScale())\n }\n\n dollyStart.copy(dollyEnd)\n scope.update()\n }\n\n function handleMouseMovePan(event: MouseEvent) {\n panEnd.set(event.clientX, event.clientY)\n panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)\n pan(panDelta.x, panDelta.y)\n panStart.copy(panEnd)\n scope.update()\n }\n\n function handleMouseWheel(event: WheelEvent) {\n updateMouseParameters(event)\n\n if (event.deltaY < 0) {\n dollyIn(getZoomScale())\n } else if (event.deltaY > 0) {\n dollyOut(getZoomScale())\n }\n\n scope.update()\n }\n\n function handleKeyDown(event: KeyboardEvent) {\n let needsUpdate = false\n\n switch (event.code) {\n case scope.keys.UP:\n pan(0, scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.BOTTOM:\n pan(0, -scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.LEFT:\n pan(scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n\n case scope.keys.RIGHT:\n pan(-scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n }\n\n if (needsUpdate) {\n // prevent the browser from scrolling on cursor keys\n event.preventDefault()\n scope.update()\n }\n }\n\n function handleTouchStartRotate() {\n if (pointers.length == 1) {\n rotateStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n rotateStart.set(x, y)\n }\n }\n\n function handleTouchStartPan() {\n if (pointers.length == 1) {\n panStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n panStart.set(x, y)\n }\n }\n\n function handleTouchStartDolly() {\n const dx = pointers[0].pageX - pointers[1].pageX\n const dy = pointers[0].pageY - pointers[1].pageY\n const distance = Math.sqrt(dx * dx + dy * dy)\n\n dollyStart.set(0, distance)\n }\n\n function handleTouchStartDollyPan() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enablePan) handleTouchStartPan()\n }\n\n function handleTouchStartDollyRotate() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enableRotate) 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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 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(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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{"version":3,"file":"OrbitControls.js","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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@@ -7,13 +7,14 @@ var __publicField = (obj, key, value) => {
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};
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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const THREE = require("three");
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const EventDispatcher = require("./EventDispatcher.cjs");
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const _euler = new THREE.Euler(0, 0, 0, "YXZ");
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const _vector = new THREE.Vector3();
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const _changeEvent = { type: "change" };
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const _lockEvent = { type: "lock" };
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const _unlockEvent = { type: "unlock" };
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const _PI_2 = Math.PI / 2;
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class PointerLockControls extends
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class PointerLockControls extends EventDispatcher.EventDispatcher {
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constructor(camera, domElement) {
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super();
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__publicField(this, "camera");
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@@ -25,11 +26,9 @@ class PointerLockControls extends THREE.EventDispatcher {
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__publicField(this, "onMouseMove", (event) => {
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if (!this.domElement || this.isLocked === false)
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return;
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const movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
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const movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
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_euler.setFromQuaternion(this.camera.quaternion);
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_euler.y -= movementX * 2e-3 * this.pointerSpeed;
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_euler.x -= movementY * 2e-3 * this.pointerSpeed;
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_euler.y -= event.movementX * 2e-3 * this.pointerSpeed;
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_euler.x -= event.movementY * 2e-3 * this.pointerSpeed;
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_euler.x = Math.max(_PI_2 - this.maxPolarAngle, Math.min(_PI_2 - this.minPolarAngle, _euler.x));
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this.camera.quaternion.setFromEuler(_euler);
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this.dispatchEvent(_changeEvent);
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"PointerLockControls.cjs","sources":["../../src/controls/PointerLockControls.ts"],"sourcesContent":["import { Euler, Camera,
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1
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{"version":3,"file":"PointerLockControls.cjs","sources":["../../src/controls/PointerLockControls.ts"],"sourcesContent":["import { Euler, Camera, Vector3 } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\n\nconst _euler = new Euler(0, 0, 0, 'YXZ')\nconst _vector = new Vector3()\nconst _changeEvent = { type: 'change' }\nconst _lockEvent = { type: 'lock' }\nconst _unlockEvent = { type: 'unlock' }\nconst _PI_2 = Math.PI / 2\n\nexport interface PointerLockControlsEventMap {\n /**\n * Fires when the user moves the mouse.\n */\n change: {};\n\n /**\n * Fires when the pointer lock status is \"locked\" (in other words: the mouse is captured).\n */\n lock: {};\n\n /**\n * Fires when the pointer lock status is \"unlocked\" (in other words: the mouse is not captured anymore).\n */\n unlock: {};\n}\n\nclass PointerLockControls extends EventDispatcher<PointerLockControlsEventMap> {\n public camera: Camera\n public domElement?: HTMLElement\n public isLocked: boolean\n public minPolarAngle: number\n public maxPolarAngle: number\n public pointerSpeed: number\n\n constructor(camera: Camera, domElement?: HTMLElement) {\n super()\n\n this.camera = camera\n this.domElement = domElement\n this.isLocked = false\n\n // Set to constrain the pitch of the camera\n // Range is 0 to Math.PI radians\n this.minPolarAngle = 0 // radians\n this.maxPolarAngle = Math.PI // radians\n\n this.pointerSpeed = 1.0\n if (domElement) this.connect(domElement)\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (!this.domElement || this.isLocked === false) return\n _euler.setFromQuaternion(this.camera.quaternion)\n _euler.y -= event.movementX * 0.002 * this.pointerSpeed\n _euler.x -= event.movementY * 0.002 * this.pointerSpeed\n _euler.x = Math.max(_PI_2 - this.maxPolarAngle, Math.min(_PI_2 - this.minPolarAngle, _euler.x))\n this.camera.quaternion.setFromEuler(_euler)\n // @ts-ignore\n this.dispatchEvent(_changeEvent)\n }\n\n private onPointerlockChange = (): void => {\n if (!this.domElement) return\n if (this.domElement.ownerDocument.pointerLockElement === this.domElement) {\n // @ts-ignore\n this.dispatchEvent(_lockEvent)\n this.isLocked = true\n } else {\n // @ts-ignore\n this.dispatchEvent(_unlockEvent)\n this.isLocked = false\n }\n }\n\n private onPointerlockError = (): void => {\n console.error('THREE.PointerLockControls: Unable to use Pointer Lock API')\n }\n\n public connect = (domElement: HTMLElement): void => {\n this.domElement = domElement || this.domElement\n if (!this.domElement) return\n this.domElement.ownerDocument.addEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.addEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.addEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public disconnect = (): void => {\n if (!this.domElement) return\n this.domElement.ownerDocument.removeEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.removeEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.removeEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public dispose = (): void => {\n this.disconnect()\n }\n\n public getObject = (): Camera => {\n // retaining this method for backward compatibility\n return this.camera\n }\n\n private direction = new Vector3(0, 0, -1)\n public getDirection = (v: Vector3): Vector3 => {\n return v.copy(this.direction).applyQuaternion(this.camera.quaternion)\n }\n\n public moveForward = (distance: number): void => {\n // move forward parallel to the xz-plane\n // assumes camera.up is y-up\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n _vector.crossVectors(this.camera.up, _vector)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public moveRight = (distance: number): void => {\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public lock = (): void => {\n if (this.domElement) this.domElement.requestPointerLock()\n }\n\n public unlock = (): void => {\n if (this.domElement) this.domElement.ownerDocument.exitPointerLock()\n }\n}\n\nexport { PointerLockControls }\n"],"names":["Euler","Vector3","EventDispatcher"],"mappings":";;;;;;;;;;AAGA,MAAM,SAAS,IAAIA,MAAAA,MAAM,GAAG,GAAG,GAAG,KAAK;AACvC,MAAM,UAAU,IAAIC,MAAAA;AACpB,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,aAAa,EAAE,MAAM;AAC3B,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,QAAQ,KAAK,KAAK;AAmBxB,MAAM,4BAA4BC,gBAAAA,gBAA6C;AAAA,EAQ7E,YAAY,QAAgB,YAA0B;AAC9C;AARD;AACA;AACA;AACA;AACA;AACA;AAkBC,uCAAc,CAAC,UAA4B;AACjD,UAAI,CAAC,KAAK,cAAc,KAAK,aAAa;AAAO;AAC1C,aAAA,kBAAkB,KAAK,OAAO,UAAU;AAC/C,aAAO,KAAK,MAAM,YAAY,OAAQ,KAAK;AAC3C,aAAO,KAAK,MAAM,YAAY,OAAQ,KAAK;AAC3C,aAAO,IAAI,KAAK,IAAI,QAAQ,KAAK,eAAe,KAAK,IAAI,QAAQ,KAAK,eAAe,OAAO,CAAC,CAAC;AACzF,WAAA,OAAO,WAAW,aAAa,MAAM;AAE1C,WAAK,cAAc,YAAY;AAAA,IAAA;AAGzB,+CAAsB,MAAY;AACxC,UAAI,CAAC,KAAK;AAAY;AACtB,UAAI,KAAK,WAAW,cAAc,uBAAuB,KAAK,YAAY;AAExE,aAAK,cAAc,UAAU;AAC7B,aAAK,WAAW;AAAA,MAAA,OACX;AAEL,aAAK,cAAc,YAAY;AAC/B,aAAK,WAAW;AAAA,MAClB;AAAA,IAAA;AAGM,8CAAqB,MAAY;AACvC,cAAQ,MAAM,2DAA2D;AAAA,IAAA;AAGpE,mCAAU,CAAC,eAAkC;AAC7C,WAAA,aAAa,cAAc,KAAK;AACrC,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,iBAAiB,aAAa,KAAK,WAAW;AAC5E,WAAK,WAAW,cAAc,iBAAiB,qBAAqB,KAAK,mBAAmB;AAC5F,WAAK,WAAW,cAAc,iBAAiB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGrF,sCAAa,MAAY;AAC9B,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,oBAAoB,aAAa,KAAK,WAAW;AAC/E,WAAK,WAAW,cAAc,oBAAoB,qBAAqB,KAAK,mBAAmB;AAC/F,WAAK,WAAW,cAAc,oBAAoB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGxF,mCAAU,MAAY;AAC3B,WAAK,WAAW;AAAA,IAAA;AAGX,qCAAY,MAAc;AAE/B,aAAO,KAAK;AAAA,IAAA;AAGN,qCAAY,IAAID,MAAAA,QAAQ,GAAG,GAAG,EAAE;AACjC,wCAAe,CAAC,MAAwB;AACtC,aAAA,EAAE,KAAK,KAAK,SAAS,EAAE,gBAAgB,KAAK,OAAO,UAAU;AAAA,IAAA;AAG/D,uCAAc,CAAC,aAA2B;AAG/C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,cAAQ,aAAa,KAAK,OAAO,IAAI,OAAO;AAC5C,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,qCAAY,CAAC,aAA2B;AAC7C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,gCAAO,MAAY;AACxB,UAAI,KAAK;AAAY,aAAK,WAAW;IAAmB;AAGnD,kCAAS,MAAY;AAC1B,UAAI,KAAK;AAAiB,aAAA,WAAW,cAAc;IAAgB;AAxFnE,SAAK,SAAS;AACd,SAAK,aAAa;AAClB,SAAK,WAAW;AAIhB,SAAK,gBAAgB;AACrB,SAAK,gBAAgB,KAAK;AAE1B,SAAK,eAAe;AAChB,QAAA;AAAY,WAAK,QAAQ,UAAU;AAAA,EACzC;AA+EF;;"}
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import { Camera,
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import { Camera, Vector3 } from 'three';
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import { EventDispatcher } from './EventDispatcher';
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export interface PointerLockControlsEventMap {
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/**
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* Fires when the user moves the mouse.
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*/
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change: {};
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/**
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* Fires when the pointer lock status is "locked" (in other words: the mouse is captured).
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*/
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lock: {};
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/**
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* Fires when the pointer lock status is "unlocked" (in other words: the mouse is not captured anymore).
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*/
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unlock: {};
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}
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declare class PointerLockControls extends EventDispatcher<PointerLockControlsEventMap> {
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camera: Camera;
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domElement?: HTMLElement;
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isLocked: boolean;
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return value;
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};
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import { Euler, Vector3
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import { Euler, Vector3 } from "three";
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import { EventDispatcher } from "./EventDispatcher.js";
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const _euler = new Euler(0, 0, 0, "YXZ");
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const _vector = new Vector3();
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const _changeEvent = { type: "change" };
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__publicField(this, "onMouseMove", (event) => {
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const movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
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const movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
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_euler.setFromQuaternion(this.camera.quaternion);
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_euler.y -= movementX * 2e-3 * this.pointerSpeed;
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_euler.x -= movementY * 2e-3 * this.pointerSpeed;
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_euler.y -= event.movementX * 2e-3 * this.pointerSpeed;
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_euler.x -= event.movementY * 2e-3 * this.pointerSpeed;
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_euler.x = Math.max(_PI_2 - this.maxPolarAngle, Math.min(_PI_2 - this.minPolarAngle, _euler.x));
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this.dispatchEvent(_changeEvent);
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{"version":3,"file":"PointerLockControls.js","sources":["../../src/controls/PointerLockControls.ts"],"sourcesContent":["import { Euler, Camera,
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{"version":3,"file":"PointerLockControls.js","sources":["../../src/controls/PointerLockControls.ts"],"sourcesContent":["import { Euler, Camera, Vector3 } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\n\nconst _euler = new Euler(0, 0, 0, 'YXZ')\nconst _vector = new Vector3()\nconst _changeEvent = { type: 'change' }\nconst _lockEvent = { type: 'lock' }\nconst _unlockEvent = { type: 'unlock' }\nconst _PI_2 = Math.PI / 2\n\nexport interface PointerLockControlsEventMap {\n /**\n * Fires when the user moves the mouse.\n */\n change: {};\n\n /**\n * Fires when the pointer lock status is \"locked\" (in other words: the mouse is captured).\n */\n lock: {};\n\n /**\n * Fires when the pointer lock status is \"unlocked\" (in other words: the mouse is not captured anymore).\n */\n unlock: {};\n}\n\nclass PointerLockControls extends EventDispatcher<PointerLockControlsEventMap> {\n public camera: Camera\n public domElement?: HTMLElement\n public isLocked: boolean\n public minPolarAngle: number\n public maxPolarAngle: number\n public pointerSpeed: number\n\n constructor(camera: Camera, domElement?: HTMLElement) {\n super()\n\n this.camera = camera\n this.domElement = domElement\n this.isLocked = false\n\n // Set to constrain the pitch of the camera\n // Range is 0 to Math.PI radians\n this.minPolarAngle = 0 // radians\n this.maxPolarAngle = Math.PI // radians\n\n this.pointerSpeed = 1.0\n if (domElement) this.connect(domElement)\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (!this.domElement || this.isLocked === false) return\n _euler.setFromQuaternion(this.camera.quaternion)\n _euler.y -= event.movementX * 0.002 * this.pointerSpeed\n _euler.x -= event.movementY * 0.002 * this.pointerSpeed\n _euler.x = Math.max(_PI_2 - this.maxPolarAngle, Math.min(_PI_2 - this.minPolarAngle, _euler.x))\n this.camera.quaternion.setFromEuler(_euler)\n // @ts-ignore\n this.dispatchEvent(_changeEvent)\n }\n\n private onPointerlockChange = (): void => {\n if (!this.domElement) return\n if (this.domElement.ownerDocument.pointerLockElement === this.domElement) {\n // @ts-ignore\n this.dispatchEvent(_lockEvent)\n this.isLocked = true\n } else {\n // @ts-ignore\n this.dispatchEvent(_unlockEvent)\n this.isLocked = false\n }\n }\n\n private onPointerlockError = (): void => {\n console.error('THREE.PointerLockControls: Unable to use Pointer Lock API')\n }\n\n public connect = (domElement: HTMLElement): void => {\n this.domElement = domElement || this.domElement\n if (!this.domElement) return\n this.domElement.ownerDocument.addEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.addEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.addEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public disconnect = (): void => {\n if (!this.domElement) return\n this.domElement.ownerDocument.removeEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.removeEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.removeEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public dispose = (): void => {\n this.disconnect()\n }\n\n public getObject = (): Camera => {\n // retaining this method for backward compatibility\n return this.camera\n }\n\n private direction = new Vector3(0, 0, -1)\n public getDirection = (v: Vector3): Vector3 => {\n return v.copy(this.direction).applyQuaternion(this.camera.quaternion)\n }\n\n public moveForward = (distance: number): void => {\n // move forward parallel to the xz-plane\n // assumes camera.up is y-up\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n _vector.crossVectors(this.camera.up, _vector)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public moveRight = (distance: number): void => {\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public lock = (): void => {\n if (this.domElement) this.domElement.requestPointerLock()\n }\n\n public unlock = (): void => {\n if (this.domElement) this.domElement.ownerDocument.exitPointerLock()\n }\n}\n\nexport { PointerLockControls }\n"],"names":[],"mappings":";;;;;;;;AAGA,MAAM,SAAS,IAAI,MAAM,GAAG,GAAG,GAAG,KAAK;AACvC,MAAM,UAAU,IAAI;AACpB,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,aAAa,EAAE,MAAM;AAC3B,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,QAAQ,KAAK,KAAK;AAmBxB,MAAM,4BAA4B,gBAA6C;AAAA,EAQ7E,YAAY,QAAgB,YAA0B;AAC9C;AARD;AACA;AACA;AACA;AACA;AACA;AAkBC,uCAAc,CAAC,UAA4B;AACjD,UAAI,CAAC,KAAK,cAAc,KAAK,aAAa;AAAO;AAC1C,aAAA,kBAAkB,KAAK,OAAO,UAAU;AAC/C,aAAO,KAAK,MAAM,YAAY,OAAQ,KAAK;AAC3C,aAAO,KAAK,MAAM,YAAY,OAAQ,KAAK;AAC3C,aAAO,IAAI,KAAK,IAAI,QAAQ,KAAK,eAAe,KAAK,IAAI,QAAQ,KAAK,eAAe,OAAO,CAAC,CAAC;AACzF,WAAA,OAAO,WAAW,aAAa,MAAM;AAE1C,WAAK,cAAc,YAAY;AAAA,IAAA;AAGzB,+CAAsB,MAAY;AACxC,UAAI,CAAC,KAAK;AAAY;AACtB,UAAI,KAAK,WAAW,cAAc,uBAAuB,KAAK,YAAY;AAExE,aAAK,cAAc,UAAU;AAC7B,aAAK,WAAW;AAAA,MAAA,OACX;AAEL,aAAK,cAAc,YAAY;AAC/B,aAAK,WAAW;AAAA,MAClB;AAAA,IAAA;AAGM,8CAAqB,MAAY;AACvC,cAAQ,MAAM,2DAA2D;AAAA,IAAA;AAGpE,mCAAU,CAAC,eAAkC;AAC7C,WAAA,aAAa,cAAc,KAAK;AACrC,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,iBAAiB,aAAa,KAAK,WAAW;AAC5E,WAAK,WAAW,cAAc,iBAAiB,qBAAqB,KAAK,mBAAmB;AAC5F,WAAK,WAAW,cAAc,iBAAiB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGrF,sCAAa,MAAY;AAC9B,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,oBAAoB,aAAa,KAAK,WAAW;AAC/E,WAAK,WAAW,cAAc,oBAAoB,qBAAqB,KAAK,mBAAmB;AAC/F,WAAK,WAAW,cAAc,oBAAoB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGxF,mCAAU,MAAY;AAC3B,WAAK,WAAW;AAAA,IAAA;AAGX,qCAAY,MAAc;AAE/B,aAAO,KAAK;AAAA,IAAA;AAGN,qCAAY,IAAI,QAAQ,GAAG,GAAG,EAAE;AACjC,wCAAe,CAAC,MAAwB;AACtC,aAAA,EAAE,KAAK,KAAK,SAAS,EAAE,gBAAgB,KAAK,OAAO,UAAU;AAAA,IAAA;AAG/D,uCAAc,CAAC,aAA2B;AAG/C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,cAAQ,aAAa,KAAK,OAAO,IAAI,OAAO;AAC5C,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,qCAAY,CAAC,aAA2B;AAC7C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,gCAAO,MAAY;AACxB,UAAI,KAAK;AAAY,aAAK,WAAW;IAAmB;AAGnD,kCAAS,MAAY;AAC1B,UAAI,KAAK;AAAiB,aAAA,WAAW,cAAc;IAAgB;AAxFnE,SAAK,SAAS;AACd,SAAK,aAAa;AAClB,SAAK,WAAW;AAIhB,SAAK,gBAAgB;AACrB,SAAK,gBAAgB,KAAK;AAE1B,SAAK,eAAe;AAChB,QAAA;AAAY,WAAK,QAAQ,UAAU;AAAA,EACzC;AA+EF;"}
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@@ -0,0 +1,14 @@
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export interface StandardControlsEventMap {
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/**
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* Fires when the camera has been transformed by the controls.
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*/
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change: {};
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/**
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* Fires when an interaction was initiated.
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*/
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start: {};
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/**
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* Fires when an interaction has finished.
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*/
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end: {};
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}
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const EventDispatcher = require("./EventDispatcher.cjs");
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class TrackballControls extends EventDispatcher.EventDispatcher {
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constructor(object, domElement) {
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__publicField(this, "enabled", true);
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{"version":3,"file":"TrackballControls.cjs","sources":["../../src/controls/TrackballControls.ts"],"sourcesContent":["import { EventDispatcher, MOUSE, Quaternion, Vector2, Vector3, PerspectiveCamera, OrthographicCamera } from 'three'\n\nclass TrackballControls extends EventDispatcher {\n public enabled = true\n\n public screen = { left: 0, top: 0, width: 0, height: 0 }\n\n public rotateSpeed = 1.0\n public zoomSpeed = 1.2\n public panSpeed = 0.3\n\n public noRotate = false\n public noZoom = false\n public noPan = false\n\n public staticMoving = false\n public dynamicDampingFactor = 0.2\n\n public minDistance = 0\n public maxDistance = Infinity\n\n public keys: [string, string, string] = ['KeyA' /*A*/, 'KeyS' /*S*/, 'KeyD' /*D*/]\n\n public mouseButtons = {\n LEFT: MOUSE.ROTATE,\n MIDDLE: MOUSE.DOLLY,\n RIGHT: MOUSE.PAN,\n }\n\n public object: PerspectiveCamera | OrthographicCamera\n public domElement: HTMLElement | undefined\n public cursorZoom: boolean = false\n\n readonly target = new Vector3()\n private mousePosition = new Vector2()\n\n // internals\n private STATE = {\n NONE: -1,\n ROTATE: 0,\n ZOOM: 1,\n PAN: 2,\n TOUCH_ROTATE: 3,\n TOUCH_ZOOM_PAN: 4,\n }\n\n private EPS = 0.000001\n private lastZoom = 1\n\n private lastPosition = new Vector3()\n private cursorVector = new Vector3()\n private targetVector = new Vector3()\n\n private _state = this.STATE.NONE\n private _keyState = this.STATE.NONE\n private _eye = new Vector3()\n private _movePrev = new Vector2()\n private _moveCurr = new Vector2()\n private _lastAxis = new Vector3()\n private _lastAngle = 0\n private _zoomStart = new Vector2()\n private _zoomEnd = new Vector2()\n private _touchZoomDistanceStart = 0\n private _touchZoomDistanceEnd = 0\n private _panStart = new Vector2()\n private _panEnd = new Vector2()\n\n private target0: Vector3\n private position0: Vector3\n private up0: Vector3\n private zoom0: number\n\n // events\n\n private changeEvent = { type: 'change' }\n private startEvent = { type: 'start' }\n private endEvent = { type: 'end' }\n\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super()\n this.object = object\n\n // for reset\n\n this.target0 = this.target.clone()\n this.position0 = this.object.position.clone()\n this.up0 = this.object.up.clone()\n this.zoom0 = this.object.zoom\n\n // connect events\n if (domElement !== undefined) this.connect(domElement)\n\n // force an update at start\n this.update()\n }\n\n private onScreenVector = new Vector2()\n\n private getMouseOnScreen = (pageX: number, pageY: number): Vector2 => {\n this.onScreenVector.set(\n (pageX - this.screen.left) / this.screen.width,\n (pageY - this.screen.top) / this.screen.height,\n )\n\n return this.onScreenVector\n }\n\n private onCircleVector = new Vector2()\n\n private getMouseOnCircle = (pageX: number, pageY: number): Vector2 => {\n this.onCircleVector.set(\n (pageX - this.screen.width * 0.5 - this.screen.left) / (this.screen.width * 0.5),\n (this.screen.height + 2 * (this.screen.top - pageY)) / this.screen.width, // screen.width intentional\n )\n\n return this.onCircleVector\n }\n\n private axis = new Vector3()\n private quaternion = new Quaternion()\n private eyeDirection = new Vector3()\n private objectUpDirection = new Vector3()\n private objectSidewaysDirection = new Vector3()\n private moveDirection = new Vector3()\n private angle: number = 0\n\n private rotateCamera = (): void => {\n this.moveDirection.set(this._moveCurr.x - this._movePrev.x, this._moveCurr.y - this._movePrev.y, 0)\n this.angle = this.moveDirection.length()\n\n if (this.angle) {\n this._eye.copy(this.object.position).sub(this.target)\n\n this.eyeDirection.copy(this._eye).normalize()\n this.objectUpDirection.copy(this.object.up).normalize()\n this.objectSidewaysDirection.crossVectors(this.objectUpDirection, this.eyeDirection).normalize()\n\n this.objectUpDirection.setLength(this._moveCurr.y - this._movePrev.y)\n this.objectSidewaysDirection.setLength(this._moveCurr.x - this._movePrev.x)\n\n this.moveDirection.copy(this.objectUpDirection.add(this.objectSidewaysDirection))\n\n this.axis.crossVectors(this.moveDirection, this._eye).normalize()\n\n this.angle *= this.rotateSpeed\n this.quaternion.setFromAxisAngle(this.axis, this.angle)\n\n this._eye.applyQuaternion(this.quaternion)\n this.object.up.applyQuaternion(this.quaternion)\n\n this._lastAxis.copy(this.axis)\n this._lastAngle = this.angle\n } else if (!this.staticMoving && this._lastAngle) {\n this._lastAngle *= Math.sqrt(1.0 - this.dynamicDampingFactor)\n this._eye.copy(this.object.position).sub(this.target)\n this.quaternion.setFromAxisAngle(this._lastAxis, this._lastAngle)\n this._eye.applyQuaternion(this.quaternion)\n this.object.up.applyQuaternion(this.quaternion)\n }\n\n this._movePrev.copy(this._moveCurr)\n }\n\n private zoomCamera = (): void => {\n let factor\n\n if (this._state === this.STATE.TOUCH_ZOOM_PAN) {\n factor = this._touchZoomDistanceStart / this._touchZoomDistanceEnd\n this._touchZoomDistanceStart = this._touchZoomDistanceEnd\n\n if ((this.object as PerspectiveCamera).isPerspectiveCamera) {\n this._eye.multiplyScalar(factor)\n } else if ((this.object as OrthographicCamera).isOrthographicCamera) {\n this.object.zoom /= factor\n this.object.updateProjectionMatrix()\n } else {\n console.warn('THREE.TrackballControls: Unsupported camera type')\n }\n } else {\n factor = 1.0 + (this._zoomEnd.y - this._zoomStart.y) * this.zoomSpeed\n\n if (Math.abs(factor - 1.0) > this.EPS && factor > 0.0) {\n if ((this.object as PerspectiveCamera).isPerspectiveCamera) {\n if (factor > 1.0 && this._eye.length() >= this.maxDistance - this.EPS) {\n factor = 1.0\n }\n this._eye.multiplyScalar(factor)\n } else if ((this.object as OrthographicCamera).isOrthographicCamera) {\n if (factor > 1.0 && this.object.zoom < this.maxDistance * this.maxDistance) {\n factor = 1.0\n }\n this.object.zoom /= factor\n } else {\n console.warn('THREE.TrackballControls: Unsupported camera type')\n }\n }\n\n if (this.staticMoving) {\n this._zoomStart.copy(this._zoomEnd)\n } else {\n this._zoomStart.y += (this._zoomEnd.y - this._zoomStart.y) * this.dynamicDampingFactor\n }\n\n if (this.cursorZoom) {\n //determine 3D position of mouse cursor (on target plane)\n this.targetVector.copy(this.target).project(this.object)\n let worldPos = this.cursorVector\n .set(this.mousePosition.x, this.mousePosition.y, this.targetVector.z)\n .unproject(this.object)\n\n //adjust target point so that \"point\" stays in place\n this.target.lerpVectors(worldPos, this.target, factor)\n }\n\n // Update the projection matrix after all properties are changed\n if ((this.object as OrthographicCamera).isOrthographicCamera) {\n this.object.updateProjectionMatrix()\n }\n }\n }\n\n private mouseChange = new Vector2()\n private objectUp = new Vector3()\n private pan = new Vector3()\n\n private panCamera = (): void => {\n if (!this.domElement) return\n this.mouseChange.copy(this._panEnd).sub(this._panStart)\n\n if (this.mouseChange.lengthSq() > this.EPS) {\n if ((this.object as OrthographicCamera).isOrthographicCamera) {\n const orthoObject = this.object as OrthographicCamera\n const scale_x = (orthoObject.right - orthoObject.left) / this.object.zoom\n const scale_y = (orthoObject.top - orthoObject.bottom) / this.object.zoom\n\n this.mouseChange.x *= scale_x\n this.mouseChange.y *= scale_y\n } else {\n this.mouseChange.multiplyScalar(this._eye.length() * this.panSpeed)\n }\n\n this.pan.copy(this._eye).cross(this.object.up).setLength(this.mouseChange.x)\n this.pan.add(this.objectUp.copy(this.object.up).setLength(this.mouseChange.y))\n\n this.object.position.add(this.pan)\n this.target.add(this.pan)\n\n if (this.staticMoving) {\n this._panStart.copy(this._panEnd)\n } else {\n this._panStart.add(\n this.mouseChange.subVectors(this._panEnd, this._panStart).multiplyScalar(this.dynamicDampingFactor),\n )\n }\n }\n }\n\n private checkDistances = (): void => {\n if (!this.noZoom || !this.noPan) {\n if (this._eye.lengthSq() > this.maxDistance * this.maxDistance) {\n this.object.position.addVectors(this.target, this._eye.setLength(this.maxDistance))\n this._zoomStart.copy(this._zoomEnd)\n }\n\n if (this._eye.lengthSq() < this.minDistance * this.minDistance) {\n this.object.position.addVectors(this.target, this._eye.setLength(this.minDistance))\n this._zoomStart.copy(this._zoomEnd)\n }\n }\n }\n\n public handleResize = (): void => {\n if (!this.domElement) return\n const box = this.domElement.getBoundingClientRect()\n // adjustments come from similar code in the jquery offset() function\n const d = this.domElement.ownerDocument.documentElement\n this.screen.left = box.left + window.pageXOffset - d.clientLeft\n this.screen.top = box.top + window.pageYOffset - d.clientTop\n this.screen.width = box.width\n this.screen.height = box.height\n }\n\n public update = (): void => {\n this._eye.subVectors(this.object.position, this.target)\n\n if (!this.noRotate) {\n this.rotateCamera()\n }\n\n if (!this.noZoom) {\n this.zoomCamera()\n }\n\n if (!this.noPan) {\n this.panCamera()\n }\n\n this.object.position.addVectors(this.target, this._eye)\n\n if ((this.object as PerspectiveCamera).isPerspectiveCamera) {\n this.checkDistances()\n\n this.object.lookAt(this.target)\n\n if (this.lastPosition.distanceToSquared(this.object.position) > this.EPS) {\n // @ts-ignore\n this.dispatchEvent(this.changeEvent)\n\n this.lastPosition.copy(this.object.position)\n }\n } else if ((this.object as OrthographicCamera).isOrthographicCamera) {\n this.object.lookAt(this.target)\n\n if (this.lastPosition.distanceToSquared(this.object.position) > this.EPS || this.lastZoom !== this.object.zoom) {\n // @ts-ignore\n this.dispatchEvent(this.changeEvent)\n\n this.lastPosition.copy(this.object.position)\n this.lastZoom = this.object.zoom\n }\n } else {\n console.warn('THREE.TrackballControls: Unsupported camera type')\n }\n }\n\n public reset = (): void => {\n this._state = this.STATE.NONE\n this._keyState = this.STATE.NONE\n\n this.target.copy(this.target0)\n this.object.position.copy(this.position0)\n this.object.up.copy(this.up0)\n this.object.zoom = this.zoom0\n\n this.object.updateProjectionMatrix()\n\n this._eye.subVectors(this.object.position, this.target)\n\n this.object.lookAt(this.target)\n\n // @ts-ignore\n this.dispatchEvent(this.changeEvent)\n\n this.lastPosition.copy(this.object.position)\n this.lastZoom = this.object.zoom\n }\n\n private keydown = (event: KeyboardEvent): void => {\n if (this.enabled === false) return\n\n window.removeEventListener('keydown', this.keydown)\n\n if (this._keyState !== this.STATE.NONE) {\n return\n } else if (event.code === this.keys[this.STATE.ROTATE] && !this.noRotate) {\n this._keyState = this.STATE.ROTATE\n } else if (event.code === this.keys[this.STATE.ZOOM] && !this.noZoom) {\n this._keyState = this.STATE.ZOOM\n } else if (event.code === this.keys[this.STATE.PAN] && !this.noPan) {\n this._keyState = this.STATE.PAN\n }\n }\n\n private onPointerDown = (event: PointerEvent): void => {\n if (this.enabled === false) return\n\n switch (event.pointerType) {\n case 'mouse':\n case 'pen':\n this.onMouseDown(event)\n break\n\n // TODO touch\n }\n }\n\n private onPointerMove = (event: PointerEvent): void => {\n if (this.enabled === false) return\n\n switch (event.pointerType) {\n case 'mouse':\n case 'pen':\n this.onMouseMove(event)\n break\n\n // TODO touch\n }\n }\n\n private onPointerUp = (event: PointerEvent): void => {\n if (this.enabled === false) return\n\n switch (event.pointerType) {\n case 'mouse':\n case 'pen':\n this.onMouseUp()\n break\n\n // TODO touch\n }\n }\n\n private keyup = (): void => {\n if (this.enabled === false) return\n\n this._keyState = this.STATE.NONE\n\n window.addEventListener('keydown', this.keydown)\n }\n\n private onMouseDown = (event: MouseEvent): void => {\n if (!this.domElement) return\n if (this._state === this.STATE.NONE) {\n switch (event.button) {\n case this.mouseButtons.LEFT:\n this._state = this.STATE.ROTATE\n break\n\n case this.mouseButtons.MIDDLE:\n this._state = this.STATE.ZOOM\n break\n\n case this.mouseButtons.RIGHT:\n this._state = this.STATE.PAN\n break\n }\n }\n\n const state = this._keyState !== this.STATE.NONE ? this._keyState : this._state\n\n if (state === this.STATE.ROTATE && !this.noRotate) {\n this._moveCurr.copy(this.getMouseOnCircle(event.pageX, event.pageY))\n this._movePrev.copy(this._moveCurr)\n } else if (state === this.STATE.ZOOM && !this.noZoom) {\n this._zoomStart.copy(this.getMouseOnScreen(event.pageX, event.pageY))\n this._zoomEnd.copy(this._zoomStart)\n } else if (state === this.STATE.PAN && !this.noPan) {\n this._panStart.copy(this.getMouseOnScreen(event.pageX, event.pageY))\n this._panEnd.copy(this._panStart)\n }\n\n this.domElement.ownerDocument.addEventListener('pointermove', this.onPointerMove)\n this.domElement.ownerDocument.addEventListener('pointerup', this.onPointerUp)\n\n // @ts-ignore\n this.dispatchEvent(this.startEvent)\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (this.enabled === false) return\n\n const state = this._keyState !== this.STATE.NONE ? this._keyState : this._state\n\n if (state === this.STATE.ROTATE && !this.noRotate) {\n this._movePrev.copy(this._moveCurr)\n this._moveCurr.copy(this.getMouseOnCircle(event.pageX, event.pageY))\n } else if (state === this.STATE.ZOOM && !this.noZoom) {\n this._zoomEnd.copy(this.getMouseOnScreen(event.pageX, event.pageY))\n } else if (state === this.STATE.PAN && !this.noPan) {\n this._panEnd.copy(this.getMouseOnScreen(event.pageX, event.pageY))\n }\n }\n\n private onMouseUp = (): void => {\n if (!this.domElement) return\n if (this.enabled === false) return\n\n this._state = this.STATE.NONE\n\n this.domElement.ownerDocument.removeEventListener('pointermove', this.onPointerMove)\n this.domElement.ownerDocument.removeEventListener('pointerup', this.onPointerUp)\n\n // @ts-ignore\n this.dispatchEvent(this.endEvent)\n }\n\n private mousewheel = (event: WheelEvent): void => {\n if (this.enabled === false) return\n\n if (this.noZoom === true) return\n\n event.preventDefault()\n\n switch (event.deltaMode) {\n case 2:\n // Zoom in pages\n this._zoomStart.y -= event.deltaY * 0.025\n break\n\n case 1:\n // Zoom in lines\n this._zoomStart.y -= event.deltaY * 0.01\n break\n\n default:\n // undefined, 0, assume pixels\n this._zoomStart.y -= event.deltaY * 0.00025\n break\n }\n\n this.mousePosition.x = (event.offsetX / this.screen.width) * 2 - 1\n this.mousePosition.y = -(event.offsetY / this.screen.height) * 2 + 1\n\n // @ts-ignore\n this.dispatchEvent(this.startEvent)\n // @ts-ignore\n this.dispatchEvent(this.endEvent)\n }\n\n private touchstart = (event: TouchEvent): void => {\n if (this.enabled === false) return\n\n event.preventDefault()\n\n switch (event.touches.length) {\n case 1:\n this._state = this.STATE.TOUCH_ROTATE\n this._moveCurr.copy(this.getMouseOnCircle(event.touches[0].pageX, event.touches[0].pageY))\n this._movePrev.copy(this._moveCurr)\n break\n\n default:\n // 2 or more\n this._state = this.STATE.TOUCH_ZOOM_PAN\n const dx = event.touches[0].pageX - event.touches[1].pageX\n const dy = event.touches[0].pageY - event.touches[1].pageY\n this._touchZoomDistanceEnd = this._touchZoomDistanceStart = Math.sqrt(dx * dx + dy * dy)\n\n const x = (event.touches[0].pageX + event.touches[1].pageX) / 2\n const y = (event.touches[0].pageY + event.touches[1].pageY) / 2\n this._panStart.copy(this.getMouseOnScreen(x, y))\n this._panEnd.copy(this._panStart)\n break\n }\n\n // @ts-ignore\n this.dispatchEvent(this.startEvent)\n }\n\n private touchmove = (event: TouchEvent): void => {\n if (this.enabled === false) return\n\n event.preventDefault()\n\n switch (event.touches.length) {\n case 1:\n this._movePrev.copy(this._moveCurr)\n this._moveCurr.copy(this.getMouseOnCircle(event.touches[0].pageX, event.touches[0].pageY))\n break\n\n default:\n // 2 or more\n const dx = event.touches[0].pageX - event.touches[1].pageX\n const dy = event.touches[0].pageY - event.touches[1].pageY\n this._touchZoomDistanceEnd = Math.sqrt(dx * dx + dy * dy)\n\n const x = (event.touches[0].pageX + event.touches[1].pageX) / 2\n const y = (event.touches[0].pageY + event.touches[1].pageY) / 2\n this._panEnd.copy(this.getMouseOnScreen(x, y))\n break\n }\n }\n\n private touchend = (event: TouchEvent): void => {\n if (this.enabled === false) return\n\n switch (event.touches.length) {\n case 0:\n this._state = this.STATE.NONE\n break\n\n case 1:\n this._state = this.STATE.TOUCH_ROTATE\n this._moveCurr.copy(this.getMouseOnCircle(event.touches[0].pageX, event.touches[0].pageY))\n this._movePrev.copy(this._moveCurr)\n break\n }\n\n // @ts-ignore\n this.dispatchEvent(this.endEvent)\n }\n\n private contextmenu = (event: MouseEvent): void => {\n if (this.enabled === false) return\n\n event.preventDefault()\n }\n\n // https://github.com/mrdoob/three.js/issues/20575\n public connect = (domElement: HTMLElement): void => {\n if ((domElement as any) === document) {\n console.error(\n 'THREE.OrbitControls: \"document\" should not be used as the target \"domElement\". Please use \"renderer.domElement\" instead.',\n )\n }\n this.domElement = domElement\n this.domElement.addEventListener('contextmenu', this.contextmenu)\n\n this.domElement.addEventListener('pointerdown', this.onPointerDown)\n this.domElement.addEventListener('wheel', this.mousewheel)\n\n this.domElement.addEventListener('touchstart', this.touchstart)\n this.domElement.addEventListener('touchend', this.touchend)\n this.domElement.addEventListener('touchmove', this.touchmove)\n\n this.domElement.ownerDocument.addEventListener('pointermove', this.onPointerMove)\n this.domElement.ownerDocument.addEventListener('pointerup', this.onPointerUp)\n\n window.addEventListener('keydown', this.keydown)\n window.addEventListener('keyup', this.keyup)\n\n this.handleResize()\n }\n\n public dispose = (): void => {\n if (!this.domElement) return\n this.domElement.removeEventListener('contextmenu', this.contextmenu)\n\n this.domElement.removeEventListener('pointerdown', this.onPointerDown)\n this.domElement.removeEventListener('wheel', this.mousewheel)\n\n this.domElement.removeEventListener('touchstart', this.touchstart)\n this.domElement.removeEventListener('touchend', this.touchend)\n this.domElement.removeEventListener('touchmove', this.touchmove)\n\n this.domElement.ownerDocument.removeEventListener('pointermove', this.onPointerMove)\n this.domElement.ownerDocument.removeEventListener('pointerup', this.onPointerUp)\n\n window.removeEventListener('keydown', this.keydown)\n window.removeEventListener('keyup', this.keyup)\n }\n}\n\nexport { TrackballControls 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{"version":3,"file":"TrackballControls.cjs","sources":["../../src/controls/TrackballControls.ts"],"sourcesContent":["import { MOUSE, Quaternion, Vector2, Vector3, PerspectiveCamera, OrthographicCamera } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\nimport { StandardControlsEventMap } from './StandardControlsEventMap'\n\nclass TrackballControls extends EventDispatcher<StandardControlsEventMap> {\n public enabled = true\n\n public screen = { left: 0, top: 0, width: 0, height: 0 }\n\n public rotateSpeed = 1.0\n public zoomSpeed = 1.2\n public panSpeed = 0.3\n\n public noRotate = false\n public noZoom = false\n public noPan = false\n\n public staticMoving = false\n public dynamicDampingFactor = 0.2\n\n public minDistance = 0\n public maxDistance = Infinity\n\n public keys: [string, string, string] = ['KeyA' /*A*/, 'KeyS' /*S*/, 'KeyD' /*D*/]\n\n public mouseButtons = {\n LEFT: MOUSE.ROTATE,\n MIDDLE: MOUSE.DOLLY,\n RIGHT: MOUSE.PAN,\n }\n\n public object: PerspectiveCamera | OrthographicCamera\n public domElement: HTMLElement | undefined\n public cursorZoom: boolean = false\n\n readonly target = new Vector3()\n private mousePosition = new Vector2()\n\n // internals\n private STATE = {\n NONE: -1,\n ROTATE: 0,\n ZOOM: 1,\n PAN: 2,\n TOUCH_ROTATE: 3,\n TOUCH_ZOOM_PAN: 4,\n }\n\n private EPS = 0.000001\n private lastZoom = 1\n\n private lastPosition = new Vector3()\n private cursorVector = new Vector3()\n private targetVector = new Vector3()\n\n private _state = this.STATE.NONE\n private _keyState = this.STATE.NONE\n private _eye = new Vector3()\n private _movePrev = new Vector2()\n private _moveCurr = new Vector2()\n private _lastAxis = new Vector3()\n private _lastAngle = 0\n private _zoomStart = new Vector2()\n private _zoomEnd = new Vector2()\n private _touchZoomDistanceStart = 0\n private _touchZoomDistanceEnd = 0\n private _panStart = new Vector2()\n private _panEnd = new Vector2()\n\n private target0: Vector3\n private position0: Vector3\n private up0: Vector3\n private zoom0: number\n\n // events\n\n private changeEvent = { type: 'change' }\n private startEvent = { type: 'start' }\n private endEvent = { type: 'end' }\n\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super()\n this.object = object\n\n // for reset\n\n this.target0 = this.target.clone()\n this.position0 = this.object.position.clone()\n this.up0 = this.object.up.clone()\n this.zoom0 = this.object.zoom\n\n // connect events\n if (domElement !== undefined) this.connect(domElement)\n\n // force an update at start\n this.update()\n }\n\n private onScreenVector = new Vector2()\n\n private getMouseOnScreen = (pageX: number, pageY: number): Vector2 => {\n this.onScreenVector.set(\n (pageX - this.screen.left) / this.screen.width,\n (pageY - this.screen.top) / this.screen.height,\n )\n\n return this.onScreenVector\n }\n\n private onCircleVector = new Vector2()\n\n private getMouseOnCircle = (pageX: number, pageY: number): Vector2 => {\n this.onCircleVector.set(\n (pageX - this.screen.width * 0.5 - this.screen.left) / (this.screen.width * 0.5),\n (this.screen.height + 2 * (this.screen.top - pageY)) / this.screen.width, // screen.width intentional\n )\n\n return this.onCircleVector\n }\n\n private axis = new Vector3()\n private quaternion = new Quaternion()\n private eyeDirection = new Vector3()\n private objectUpDirection = new Vector3()\n private objectSidewaysDirection = new Vector3()\n private moveDirection = new Vector3()\n private angle: number = 0\n\n private rotateCamera = (): void => {\n this.moveDirection.set(this._moveCurr.x - this._movePrev.x, this._moveCurr.y - this._movePrev.y, 0)\n this.angle = this.moveDirection.length()\n\n if (this.angle) {\n this._eye.copy(this.object.position).sub(this.target)\n\n this.eyeDirection.copy(this._eye).normalize()\n this.objectUpDirection.copy(this.object.up).normalize()\n this.objectSidewaysDirection.crossVectors(this.objectUpDirection, this.eyeDirection).normalize()\n\n this.objectUpDirection.setLength(this._moveCurr.y - this._movePrev.y)\n this.objectSidewaysDirection.setLength(this._moveCurr.x - this._movePrev.x)\n\n this.moveDirection.copy(this.objectUpDirection.add(this.objectSidewaysDirection))\n\n this.axis.crossVectors(this.moveDirection, this._eye).normalize()\n\n this.angle *= this.rotateSpeed\n this.quaternion.setFromAxisAngle(this.axis, this.angle)\n\n this._eye.applyQuaternion(this.quaternion)\n this.object.up.applyQuaternion(this.quaternion)\n\n this._lastAxis.copy(this.axis)\n this._lastAngle = this.angle\n } else if (!this.staticMoving && this._lastAngle) {\n this._lastAngle *= Math.sqrt(1.0 - this.dynamicDampingFactor)\n this._eye.copy(this.object.position).sub(this.target)\n this.quaternion.setFromAxisAngle(this._lastAxis, this._lastAngle)\n this._eye.applyQuaternion(this.quaternion)\n this.object.up.applyQuaternion(this.quaternion)\n }\n\n this._movePrev.copy(this._moveCurr)\n }\n\n private zoomCamera = (): void => {\n let factor\n\n if (this._state === this.STATE.TOUCH_ZOOM_PAN) {\n factor = this._touchZoomDistanceStart / this._touchZoomDistanceEnd\n this._touchZoomDistanceStart = this._touchZoomDistanceEnd\n\n if ((this.object as PerspectiveCamera).isPerspectiveCamera) {\n this._eye.multiplyScalar(factor)\n } else if ((this.object as OrthographicCamera).isOrthographicCamera) {\n this.object.zoom /= factor\n this.object.updateProjectionMatrix()\n } else {\n console.warn('THREE.TrackballControls: Unsupported camera type')\n }\n } else {\n factor = 1.0 + (this._zoomEnd.y - this._zoomStart.y) * this.zoomSpeed\n\n if (Math.abs(factor - 1.0) > this.EPS && factor > 0.0) {\n if ((this.object as PerspectiveCamera).isPerspectiveCamera) {\n if (factor > 1.0 && this._eye.length() >= this.maxDistance - this.EPS) {\n factor = 1.0\n }\n this._eye.multiplyScalar(factor)\n } else if ((this.object as OrthographicCamera).isOrthographicCamera) {\n if (factor > 1.0 && this.object.zoom < this.maxDistance * this.maxDistance) {\n factor = 1.0\n }\n this.object.zoom /= factor\n } else {\n console.warn('THREE.TrackballControls: Unsupported camera type')\n }\n }\n\n if (this.staticMoving) {\n this._zoomStart.copy(this._zoomEnd)\n } else {\n this._zoomStart.y += (this._zoomEnd.y - this._zoomStart.y) * this.dynamicDampingFactor\n }\n\n if (this.cursorZoom) {\n //determine 3D position of mouse cursor (on target plane)\n this.targetVector.copy(this.target).project(this.object)\n let worldPos = this.cursorVector\n .set(this.mousePosition.x, this.mousePosition.y, this.targetVector.z)\n .unproject(this.object)\n\n //adjust target point so that \"point\" stays in place\n this.target.lerpVectors(worldPos, this.target, factor)\n }\n\n // Update the projection matrix after all properties are changed\n if ((this.object as OrthographicCamera).isOrthographicCamera) {\n this.object.updateProjectionMatrix()\n }\n }\n }\n\n private mouseChange = new Vector2()\n private objectUp = new Vector3()\n private pan = new Vector3()\n\n private panCamera = (): void => {\n if (!this.domElement) return\n this.mouseChange.copy(this._panEnd).sub(this._panStart)\n\n if (this.mouseChange.lengthSq() > this.EPS) {\n if ((this.object as OrthographicCamera).isOrthographicCamera) {\n const orthoObject = this.object as OrthographicCamera\n const scale_x = (orthoObject.right - orthoObject.left) / this.object.zoom\n const scale_y = (orthoObject.top - orthoObject.bottom) / this.object.zoom\n\n this.mouseChange.x *= scale_x\n this.mouseChange.y *= scale_y\n } else {\n this.mouseChange.multiplyScalar(this._eye.length() * this.panSpeed)\n }\n\n this.pan.copy(this._eye).cross(this.object.up).setLength(this.mouseChange.x)\n this.pan.add(this.objectUp.copy(this.object.up).setLength(this.mouseChange.y))\n\n this.object.position.add(this.pan)\n this.target.add(this.pan)\n\n if (this.staticMoving) {\n this._panStart.copy(this._panEnd)\n } else {\n this._panStart.add(\n this.mouseChange.subVectors(this._panEnd, this._panStart).multiplyScalar(this.dynamicDampingFactor),\n )\n }\n }\n }\n\n private checkDistances = (): void => {\n if (!this.noZoom || !this.noPan) {\n if (this._eye.lengthSq() > this.maxDistance * this.maxDistance) {\n this.object.position.addVectors(this.target, this._eye.setLength(this.maxDistance))\n this._zoomStart.copy(this._zoomEnd)\n }\n\n if (this._eye.lengthSq() < this.minDistance * this.minDistance) {\n this.object.position.addVectors(this.target, this._eye.setLength(this.minDistance))\n this._zoomStart.copy(this._zoomEnd)\n }\n }\n }\n\n public handleResize = (): void => {\n if (!this.domElement) return\n const box = this.domElement.getBoundingClientRect()\n // adjustments come from similar code in the jquery offset() function\n const d = this.domElement.ownerDocument.documentElement\n this.screen.left = box.left + window.pageXOffset - d.clientLeft\n this.screen.top = box.top + window.pageYOffset - d.clientTop\n this.screen.width = box.width\n this.screen.height = box.height\n }\n\n public update = (): void => {\n this._eye.subVectors(this.object.position, this.target)\n\n if (!this.noRotate) {\n this.rotateCamera()\n }\n\n if (!this.noZoom) {\n this.zoomCamera()\n }\n\n if (!this.noPan) {\n this.panCamera()\n }\n\n this.object.position.addVectors(this.target, this._eye)\n\n if ((this.object as PerspectiveCamera).isPerspectiveCamera) {\n this.checkDistances()\n\n this.object.lookAt(this.target)\n\n if (this.lastPosition.distanceToSquared(this.object.position) > this.EPS) {\n // @ts-ignore\n this.dispatchEvent(this.changeEvent)\n\n this.lastPosition.copy(this.object.position)\n }\n } else if ((this.object as OrthographicCamera).isOrthographicCamera) {\n this.object.lookAt(this.target)\n\n if (this.lastPosition.distanceToSquared(this.object.position) > this.EPS || this.lastZoom !== this.object.zoom) {\n // @ts-ignore\n this.dispatchEvent(this.changeEvent)\n\n this.lastPosition.copy(this.object.position)\n this.lastZoom = this.object.zoom\n }\n } else {\n console.warn('THREE.TrackballControls: Unsupported camera type')\n }\n }\n\n public reset = (): void => {\n this._state = this.STATE.NONE\n this._keyState = this.STATE.NONE\n\n this.target.copy(this.target0)\n this.object.position.copy(this.position0)\n this.object.up.copy(this.up0)\n this.object.zoom = this.zoom0\n\n this.object.updateProjectionMatrix()\n\n this._eye.subVectors(this.object.position, this.target)\n\n this.object.lookAt(this.target)\n\n // @ts-ignore\n this.dispatchEvent(this.changeEvent)\n\n this.lastPosition.copy(this.object.position)\n this.lastZoom = this.object.zoom\n }\n\n private keydown = (event: KeyboardEvent): void => {\n if (this.enabled === false) return\n\n window.removeEventListener('keydown', this.keydown)\n\n if (this._keyState !== this.STATE.NONE) {\n return\n } else if (event.code === this.keys[this.STATE.ROTATE] && !this.noRotate) {\n this._keyState = this.STATE.ROTATE\n } else if (event.code === this.keys[this.STATE.ZOOM] && !this.noZoom) {\n this._keyState = this.STATE.ZOOM\n } else if (event.code === this.keys[this.STATE.PAN] && !this.noPan) {\n this._keyState = this.STATE.PAN\n }\n }\n\n private onPointerDown = (event: PointerEvent): void => {\n if (this.enabled === false) return\n\n switch (event.pointerType) {\n case 'mouse':\n case 'pen':\n this.onMouseDown(event)\n break\n\n // TODO touch\n }\n }\n\n private onPointerMove = (event: PointerEvent): void => {\n if (this.enabled === false) return\n\n switch (event.pointerType) {\n case 'mouse':\n case 'pen':\n this.onMouseMove(event)\n break\n\n // TODO touch\n }\n }\n\n private onPointerUp = (event: PointerEvent): void => {\n if (this.enabled === false) return\n\n switch (event.pointerType) {\n case 'mouse':\n case 'pen':\n this.onMouseUp()\n break\n\n // TODO touch\n }\n }\n\n private keyup = (): void => {\n if (this.enabled === false) return\n\n this._keyState = this.STATE.NONE\n\n window.addEventListener('keydown', this.keydown)\n }\n\n private onMouseDown = (event: MouseEvent): void => {\n if (!this.domElement) return\n if (this._state === this.STATE.NONE) {\n switch (event.button) {\n case this.mouseButtons.LEFT:\n this._state = this.STATE.ROTATE\n break\n\n case this.mouseButtons.MIDDLE:\n this._state = this.STATE.ZOOM\n break\n\n case this.mouseButtons.RIGHT:\n this._state = this.STATE.PAN\n break\n }\n }\n\n const state = this._keyState !== this.STATE.NONE ? this._keyState : this._state\n\n if (state === this.STATE.ROTATE && !this.noRotate) {\n this._moveCurr.copy(this.getMouseOnCircle(event.pageX, event.pageY))\n this._movePrev.copy(this._moveCurr)\n } else if (state === this.STATE.ZOOM && !this.noZoom) {\n this._zoomStart.copy(this.getMouseOnScreen(event.pageX, event.pageY))\n this._zoomEnd.copy(this._zoomStart)\n } else if (state === this.STATE.PAN && !this.noPan) {\n this._panStart.copy(this.getMouseOnScreen(event.pageX, event.pageY))\n this._panEnd.copy(this._panStart)\n }\n\n this.domElement.ownerDocument.addEventListener('pointermove', this.onPointerMove)\n this.domElement.ownerDocument.addEventListener('pointerup', this.onPointerUp)\n\n // @ts-ignore\n this.dispatchEvent(this.startEvent)\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (this.enabled === false) return\n\n const state = this._keyState !== this.STATE.NONE ? this._keyState : this._state\n\n if (state === this.STATE.ROTATE && !this.noRotate) {\n this._movePrev.copy(this._moveCurr)\n this._moveCurr.copy(this.getMouseOnCircle(event.pageX, event.pageY))\n } else if (state === this.STATE.ZOOM && !this.noZoom) {\n this._zoomEnd.copy(this.getMouseOnScreen(event.pageX, event.pageY))\n } else if (state === this.STATE.PAN && !this.noPan) {\n this._panEnd.copy(this.getMouseOnScreen(event.pageX, event.pageY))\n }\n }\n\n private onMouseUp = (): void => {\n if (!this.domElement) return\n if (this.enabled === false) return\n\n this._state = this.STATE.NONE\n\n this.domElement.ownerDocument.removeEventListener('pointermove', this.onPointerMove)\n this.domElement.ownerDocument.removeEventListener('pointerup', this.onPointerUp)\n\n // @ts-ignore\n this.dispatchEvent(this.endEvent)\n }\n\n private mousewheel = (event: WheelEvent): void => {\n if (this.enabled === false) return\n\n if (this.noZoom === true) return\n\n event.preventDefault()\n\n switch (event.deltaMode) {\n case 2:\n // Zoom in pages\n this._zoomStart.y -= event.deltaY * 0.025\n break\n\n case 1:\n // Zoom in lines\n this._zoomStart.y -= event.deltaY * 0.01\n break\n\n default:\n // undefined, 0, assume pixels\n this._zoomStart.y -= event.deltaY * 0.00025\n break\n }\n\n this.mousePosition.x = (event.offsetX / this.screen.width) * 2 - 1\n this.mousePosition.y = -(event.offsetY / this.screen.height) * 2 + 1\n\n // @ts-ignore\n this.dispatchEvent(this.startEvent)\n // @ts-ignore\n this.dispatchEvent(this.endEvent)\n }\n\n private touchstart = (event: TouchEvent): void => {\n if (this.enabled === false) return\n\n event.preventDefault()\n\n switch (event.touches.length) {\n case 1:\n this._state = this.STATE.TOUCH_ROTATE\n this._moveCurr.copy(this.getMouseOnCircle(event.touches[0].pageX, event.touches[0].pageY))\n this._movePrev.copy(this._moveCurr)\n break\n\n default:\n // 2 or more\n this._state = this.STATE.TOUCH_ZOOM_PAN\n const dx = event.touches[0].pageX - event.touches[1].pageX\n const dy = event.touches[0].pageY - event.touches[1].pageY\n this._touchZoomDistanceEnd = this._touchZoomDistanceStart = Math.sqrt(dx * dx + dy * dy)\n\n const x = (event.touches[0].pageX + event.touches[1].pageX) / 2\n const y = (event.touches[0].pageY + event.touches[1].pageY) / 2\n this._panStart.copy(this.getMouseOnScreen(x, y))\n this._panEnd.copy(this._panStart)\n break\n }\n\n // @ts-ignore\n this.dispatchEvent(this.startEvent)\n }\n\n private touchmove = (event: TouchEvent): void => {\n if (this.enabled === false) return\n\n event.preventDefault()\n\n switch (event.touches.length) {\n case 1:\n this._movePrev.copy(this._moveCurr)\n this._moveCurr.copy(this.getMouseOnCircle(event.touches[0].pageX, event.touches[0].pageY))\n break\n\n default:\n // 2 or more\n const dx = event.touches[0].pageX - event.touches[1].pageX\n const dy = event.touches[0].pageY - event.touches[1].pageY\n this._touchZoomDistanceEnd = Math.sqrt(dx * dx + dy * dy)\n\n const x = (event.touches[0].pageX + event.touches[1].pageX) / 2\n const y = (event.touches[0].pageY + event.touches[1].pageY) / 2\n this._panEnd.copy(this.getMouseOnScreen(x, y))\n break\n }\n }\n\n private touchend = (event: TouchEvent): void => {\n if (this.enabled === false) return\n\n switch (event.touches.length) {\n case 0:\n this._state = this.STATE.NONE\n break\n\n case 1:\n this._state = this.STATE.TOUCH_ROTATE\n this._moveCurr.copy(this.getMouseOnCircle(event.touches[0].pageX, event.touches[0].pageY))\n this._movePrev.copy(this._moveCurr)\n break\n }\n\n // @ts-ignore\n this.dispatchEvent(this.endEvent)\n }\n\n private contextmenu = (event: MouseEvent): void => {\n if (this.enabled === false) return\n\n event.preventDefault()\n }\n\n // https://github.com/mrdoob/three.js/issues/20575\n public connect = (domElement: HTMLElement): void => {\n if ((domElement as any) === document) {\n console.error(\n 'THREE.OrbitControls: \"document\" should not be used as the target \"domElement\". Please use \"renderer.domElement\" instead.',\n )\n }\n this.domElement = domElement\n this.domElement.addEventListener('contextmenu', this.contextmenu)\n\n this.domElement.addEventListener('pointerdown', this.onPointerDown)\n this.domElement.addEventListener('wheel', this.mousewheel)\n\n this.domElement.addEventListener('touchstart', this.touchstart)\n this.domElement.addEventListener('touchend', this.touchend)\n this.domElement.addEventListener('touchmove', this.touchmove)\n\n this.domElement.ownerDocument.addEventListener('pointermove', this.onPointerMove)\n this.domElement.ownerDocument.addEventListener('pointerup', this.onPointerUp)\n\n window.addEventListener('keydown', this.keydown)\n window.addEventListener('keyup', this.keyup)\n\n this.handleResize()\n }\n\n public dispose = (): void => {\n if (!this.domElement) return\n this.domElement.removeEventListener('contextmenu', this.contextmenu)\n\n this.domElement.removeEventListener('pointerdown', this.onPointerDown)\n 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