Three.js-做控制空间或天文馆

在开发有关空间主题的项目时,我遇到了一个事实,由于某些原因,Three.js没有适合此类任务的现成且方便的摄像机控制工具。 当然,我承认我看起来很糟糕……但是,搜索结果并没有花很长时间。

传统上,OrbitControls是Three.js示例的最爱,它不知道如何颠倒相机,也不知道还需要多少其他东西。

TrackballControls的卓越之处在于它可以根据需要围绕对象旋转相机,也可以上下颠倒旋转,但是它不知道如何打开视轴,不知道如何在不改变比例的情况下来回移动,无法方便地调整移动和转弯的速度。

FlyControls-相反,它允许您制作“枪管”并更改速度,但是...围绕所讨论对象的摄影机旋转在哪里?

当然,有可能在各种拐杖的帮助下走出去,但是以某种方式这并不容易。 确保没有针对我的目的的现成解决方案后,我决定自己创建它。 谁有兴趣,请照顾下。

我决定以TrackballControls.js为基础,打开它后,我们看到了作者:

/** * @author Eberhard Graether / http://egraether.com/ * @author Mark Lundin / http://mark-lundin.com * @author Simone Manini / http://daron1337.imtqy.com * @author Luca Antiga / http://lantiga.imtqy.com */ 

这是他们的工作,将作为我们的出发点。 有必要添加一点,如果可能的话不要破坏现有的。 (但是,必须删除一些内容)。

首先,我们拥有的是:相机不受限制地绕物体旋转,不会卡在杆子上,始终保持恒定的角速度。 有变焦,有平底锅。 这很好,但还不够。

令人惊讶的是按钮的奇怪位置。 实际上,这是意外的:

 this.keys = [ 65 /*A*/, 83 /*S*/, 68 /*D*/ ]; 

只需三个按钮即可控制摄像机? 也许这是一个好主意,但实际上它不起作用。 在源代码中的keydown事件处理程序中,我们观察到以下几行:

 window.removeEventListener( 'keydown', keydown ); _prevState = _state; if ( _state !== STATE.NONE ) { return; } else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && ! _this.noRotate ) { _state = STATE.ROTATE; } else if ( event.keyCode === _this.keys[ STATE.ZOOM ] && ! _this.noZoom ) { _state = STATE.ZOOM; } else if ( event.keyCode === _this.keys[ STATE.PAN ] && ! _this.noPan ) { _state = STATE.PAN; } 

看起来有点神秘,但是...不起作用。 即 一般而言。 上面的按钮实际上没有任何作用,相机仅由鼠标或触摸控制。

我评论了这段代码是不必要的,然后将其替换为我的代码,关于该代码的故事会更进一步。 删除用于按钮处理的回调-显然,每次按下按钮仅需工作一次。 但这不是外层空间所需的行为,因此也受到评论。

那么,我们在这里缺少什么呢? 我决定添加的内容:

  1. 沿视线来回运动。
  2. 摄像机以轴为视线的旋转。
  3. 自动旋转。
  4. 一键改变所有动作和转弯速度的能力。
  5. 全键盘控制。

我希望读者能原谅我这样一个事实,我谈论编辑过程不是按照完成这些子任务的顺序,而是按照从上至下的源代码的顺序。 我将解释我在做什么和为什么做。

建设者


添加一些变量:

  this.rotationZFactor = 0.0; this.RVMovingFactor = 0.0; this.autoRotate = false; this.autoRotateSpeed = 0.001; this.allSpeedsFactor = 1; 

需要rotationZFactor来控制摄像机在视轴上的旋转,
RVMovingFactor沿同一轴控制前进和后退,
我认为autoRotate不需要注释,
allSpeedsFactor控制所有组合,移动和转弯的速度。

RotateCamera方法


这样组织:

  this.rotateCamera = ( function () { var axis = new THREE.Vector3(), quaternion = new THREE.Quaternion(), eyeDirection = new THREE.Vector3(), objectUpDirection = new THREE.Vector3(), objectSidewaysDirection = new THREE.Vector3(), moveDirection = new THREE.Vector3(), tmpQuaternion = new THREE.Quaternion(), angle; return function rotateCamera() { ... 

在这里,几乎所有事情都是如此,我唯一添加的就是变量tmpQuaternion来处理摄像机沿Z轴的旋转。

此外,检查是否有必要进行任何处理非常简单:

 moveDirection.set( _moveCurr.x - _movePrev.x, _moveCurr.y - _movePrev.y, 0 ); angle = moveDirection.length(); if ( angle ) { 

它变成了这样:

 if (_this.autoRotate) _moveCurr.x += _this.autoRotateSpeed; moveDirection.set( _moveCurr.x - _movePrev.x, _moveCurr.y - _movePrev.y, 0 ); moveDirection.setLength(moveDirection.length() * _this.allSpeedsFactor); angle = moveDirection.length(); if ( angle || _this.rotationZFactor) { 

这是什么,为什么。 首先,如果启用了自动旋转,则将其速度添加到沿X轴的旋转中;其次,将所有旋转的缩放比例(也包括自动旋转)添加到allSpeedsFactor中。 控制所有转换的速度。 第三,我们不仅会在角度角度(相机相对于controls.target的运动)不为零的情况下执行进一步的动作,而且还会负责负责相机沿Z轴旋转的rotationZFactor为非零的情况。

进一步在方法代码中,在计算了旋转四元数之后,进行了少量添加:

 quaternion.setFromAxisAngle( axis, angle ); //    , //   ,         . // added for z-axis rotation tmpQuaternion.setFromAxisAngle( eyeDirection, _this.rotationZFactor ); quaternion.multiply( tmpQuaternion ); // end add 

相机围绕对象旋转的四元数乘以单独计算的沿Z轴旋转的四元数,现在相机可以沿所有三个轴旋转。

ZoomCamera方法


我将给出整个代码,它很小:

 this.zoomCamera = function () { var factor; if ( _state === STATE.TOUCH_ZOOM_PAN ) { //  allSpeedsFactor : factor = _this.allSpeedsFactor * _touchZoomDistanceStart / _touchZoomDistanceEnd; _touchZoomDistanceStart = _touchZoomDistanceEnd; _eye.multiplyScalar( factor ); } else { //  allSpeedsFactor : factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * _this.zoomSpeed * _this.allSpeedsFactor; if ( factor !== 1.0 && factor > 0.0 ) { _eye.multiplyScalar( factor ); } if ( _this.staticMoving ) { _zoomStart.copy( _zoomEnd ); } else { //  allSpeedsFactor : _zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor * _this.allSpeedsFactor; } } }; 

所有更改归结为在多个位置添加allSpeedsFactor来控制速度(运动,旋转)和缩放。

PanCamera方法


我还将给出其完整代码,如下 它很小:

 this.panCamera = ( function () { var mouseChange = new THREE.Vector2(), objectUp = new THREE.Vector3(), rv = new THREE.Vector3() pan = new THREE.Vector3(); return function panCamera() { mouseChange.copy( _panEnd ).sub( _panStart ); mouseChange.setLength(mouseChange.length() * _this.allSpeedsFactor); if ( mouseChange.lengthSq() || _this.RVMovingFactor ) { mouseChange.multiplyScalar( _eye.length() * _this.panSpeed ); pan.copy( _eye ).cross( _this.object.up ).setLength( mouseChange.x ); pan.add( objectUp.copy( _this.object.up ).setLength( mouseChange.y ) ); pan.add( rv.copy( _eye ).setLength(_this.RVMovingFactor * _eye.length()) ); _this.object.position.add( pan ); _this.target.add( pan ); if ( _this.staticMoving ) { _panStart.copy( _panEnd ); } else { _panStart.add( mouseChange.subVectors( _panEnd, _panStart ).multiplyScalar( _this.dynamicDampingFactor * _this.allSpeedsFactor ) ); } } }; }() ); 

但是还有更多变化。 我会按顺序告诉您所有事情。

添加变量rv-用于处理摄像机径向速度的矢量,即 沿z轴的速度。

在相同的allSpeedsFactor上添加了mouseChange矢量的缩放比例,但是再次在这里,我想使用它将所有变换调整为单个变换,因此将其添加为处理所有运动。

现在,不仅需要移动鼠标,还可以检查是否需要处理,如果RVMovingFactor不为零,则该检查也可以通过-该变量负责摄像机沿视线的移动。

最后,在方法代码中,将pan和rv向量相加,以获取相机沿所有三个轴的完整运动,并将其应用于相机和controls.target。

更新方式


为了消除一些不必要的影响,在该方法的最后添加了以下几行:

  _this.RVMovingFactor = 0.0; _this.rotationZFactor = 0.0; 

您可能会猜到,不良影响与沿Z轴的旋转和移动有关。

按键方法


我在故事开始时显示的源代码已被完全注释。 除了他之外,该方法的主体几乎没有任何内容,因此可以说它是从头开始重写的。

 function keydown( event ) { if ( _this.enabled === false ) return; switch (event.keyCode) { // 81:Q; 87:W; 69:E; 82:R; // 65:A; 83:S; 68:D; 70:F; // 90:Z; 88:X; 67:C; 86:V; // 107:+; 109:-; 16:Shift; 17:Ctrl; 18:Alt; 9:Tab; // 38:Up; 37:Left; 40:Down; 39:Right; case 87: _this.RVMovingFactor = -0.002 * _this.allSpeedsFactor;//W break; case 83: _this.RVMovingFactor = 0.002 * _this.allSpeedsFactor;//S break; case 65: _movePrev.copy( _moveCurr ); _moveCurr.x -= 0.01 * _this.allSpeedsFactor; //A break; case 68: _movePrev.copy( _moveCurr ); _moveCurr.x += 0.01 * _this.allSpeedsFactor; //D break; case 90: _movePrev.copy( _moveCurr ); _moveCurr.y -= 0.01 * _this.allSpeedsFactor; //Z break; case 88: _movePrev.copy( _moveCurr ); _moveCurr.y += 0.01 * _this.allSpeedsFactor; //X break; case 81: _this.rotationZFactor = -0.01 * _this.allSpeedsFactor;//Q break; case 69: _this.rotationZFactor = 0.01 * _this.allSpeedsFactor;//E break; case 107: _zoomStart.y += 0.02 * _this.allSpeedsFactor; // + break; case 109: _zoomStart.y -= 0.02 * _this.allSpeedsFactor; // - break; case 38: // up _panEnd.y -= 0.01 * _this.allSpeedsFactor; break; case 40: // down _panEnd.y += 0.01 * _this.allSpeedsFactor; break; case 37: // left _panEnd.x -= 0.01 * _this.allSpeedsFactor; break; case 39: // right _panEnd.x += 0.01 * _this.allSpeedsFactor; break; case 82: // R _this.allSpeedsFactor = 0.33; break; case 16: // Shift _this.allSpeedsFactor = 0.05; break; } } 

所以在这里做了什么:

许多按钮模拟鼠标移动所做的更改。
“ A”,“ D”-重复左右旋转摄像机。
“ Z”,“ X”-复制相机向上和向下旋转。
“ +”,“-”-用鼠标滚轮复制缩放。

箭头按钮可复制相机上下左右移动,而不会更改变焦和旋转角度。

并添加了标准鼠标按钮还不够的功能:
“ W”,“ S”-沿视线移动而不更改缩放比例。
“ Q”,“ E”-相机绕Z轴旋转,即 视线周围。
“ R”,“ Shift”-分别降低所有运动,转弯,变换的速度3倍和20倍。

同时,您会注意到拒绝使用keys数组。 就我的目的而言,这不是必需的,老实说,要弄乱我个人不需要的东西,我太懒了。

键入方法


我将全部引用它:

  function keyup( event ) { if ( _this.enabled === false ) return; switch (event.keyCode) { // 81:Q; 87:W; 69:E; 82:R; // 65:A; 83:S; 68:D; 70:F; // 90:Z; 88:X; 67:C; 86:V; // 107:+; 109:-; 16:Shift; 17:Ctrl; 18:Alt; 9:Tab; // 38:Up; 37:Left; 40:Down; 39:Right; case 87: // W _this.RVMovingFactor = 0.0; break; case 83: // S _this.RVMovingFactor = 0.0; break; case 81: // Q _this.rotationZFactor = 0.0; break; case 69: // E _this.rotationZFactor = 0.0; break; case 82: // R _this.allSpeedsFactor = 1.0; break; case 16: // Shift _this.allSpeedsFactor = 1.0; break; } _state = _prevState; //window.addEventListener( 'keydown', keydown, false ); } 

您可能会猜到,所有要做的就是将变量RVMovingFactor,rotationZFactor,allSpeedsFactor的值恢复为其默认值。

另外,还评论了击键处理程序的安装-因为在keydown方法中将其删除。

最后,为了不使修改后的库与标准库混淆,我们更改名称。

重命名构造函数:

 THREE.AstroControls = function ( object, domElement ) { 

现在是AstroControls,而不是TrackballControls。

在文件末尾,我们写:

 THREE.AstroControls.prototype = Object.create( THREE.EventDispatcher.prototype ); THREE.AstroControls.prototype.constructor = THREE.AstroControls; 

一切准备就绪,可以使用新控件。

他所有的代码都被破坏了
 /** * @author Eberhard Graether / http://egraether.com/ * @author Mark Lundin / http://mark-lundin.com * @author Simone Manini / http://daron1337.imtqy.com * @author Luca Antiga / http://lantiga.imtqy.com * modified by Zander. */ THREE.AstroControls = function ( object, domElement ) { var _this = this; var STATE = { NONE: - 1, ROTATE: 0, ZOOM: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_ZOOM_PAN: 4 }; this.object = object; this.domElement = ( domElement !== undefined ) ? domElement : document; this.rotationZFactor = 0.0;//1; this.RVMovingFactor = 0.0; this.autoRotate = false; this.autoRotateSpeed = 0.001; this.allSpeedsFactor = 1; // API this.enabled = true; this.screen = { left: 0, top: 0, width: 0, height: 0 }; this.rotateSpeed = 1.0; this.zoomSpeed = 1.2; this.panSpeed = 0.3; this.noRotate = false; this.noZoom = false; this.noPan = false; this.staticMoving = false; this.dynamicDampingFactor = 0.2; this.minDistance = 0; this.maxDistance = Infinity; this.keys = [null, null, null]; // [ 65 /*A*/, 83 /*S*/, 68 /*D*/ ]; // internals this.target = new THREE.Vector3(); var EPS = 0.000001; var lastPosition = new THREE.Vector3(); var _state = STATE.NONE, _prevState = STATE.NONE, _eye = new THREE.Vector3(), _movePrev = new THREE.Vector2(), _moveCurr = new THREE.Vector2(), _lastAxis = new THREE.Vector3(), _lastAngle = 0, _zoomStart = new THREE.Vector2(), _zoomEnd = new THREE.Vector2(), _touchZoomDistanceStart = 0, _touchZoomDistanceEnd = 0, _panStart = new THREE.Vector2(), _panEnd = new THREE.Vector2(); // for reset this.target0 = this.target.clone(); this.position0 = this.object.position.clone(); this.up0 = this.object.up.clone(); // events var changeEvent = { type: 'change' }; var startEvent = { type: 'start' }; var endEvent = { type: 'end' }; // methods this.handleResize = function () { if ( this.domElement === document ) { this.screen.left = 0; this.screen.top = 0; this.screen.width = window.innerWidth; this.screen.height = window.innerHeight; } else { var box = this.domElement.getBoundingClientRect(); // adjustments come from similar code in the jquery offset() function var d = this.domElement.ownerDocument.documentElement; this.screen.left = box.left + window.pageXOffset - d.clientLeft; this.screen.top = box.top + window.pageYOffset - d.clientTop; this.screen.width = box.width; this.screen.height = box.height; } }; var getMouseOnScreen = ( function () { var vector = new THREE.Vector2(); return function getMouseOnScreen( pageX, pageY ) { vector.set( ( pageX - _this.screen.left ) / _this.screen.width, ( pageY - _this.screen.top ) / _this.screen.height ); return vector; }; }() ); var getMouseOnCircle = ( function () { var vector = new THREE.Vector2(); return function getMouseOnCircle( pageX, pageY ) { vector.set( ( ( pageX - _this.screen.width * 0.5 - _this.screen.left ) / ( _this.screen.width * 0.5 ) ), ( ( _this.screen.height + 2 * ( _this.screen.top - pageY ) ) / _this.screen.width ) // screen.width intentional ); return vector; }; }() ); this.rotateCamera = ( function () { var axis = new THREE.Vector3(), quaternion = new THREE.Quaternion(), eyeDirection = new THREE.Vector3(), objectUpDirection = new THREE.Vector3(), objectSidewaysDirection = new THREE.Vector3(), moveDirection = new THREE.Vector3(), tmpQuaternion = new THREE.Quaternion(), angle; return function rotateCamera() { if (_this.autoRotate) _moveCurr.x += _this.autoRotateSpeed; moveDirection.set( _moveCurr.x - _movePrev.x, _moveCurr.y - _movePrev.y, 0 ); moveDirection.setLength(moveDirection.length() * _this.allSpeedsFactor); angle = moveDirection.length(); if ( angle || _this.rotationZFactor) { _eye.copy( _this.object.position ).sub( _this.target ); eyeDirection.copy( _eye ).normalize(); objectUpDirection.copy( _this.object.up ).normalize(); objectSidewaysDirection.crossVectors( objectUpDirection, eyeDirection ).normalize(); objectUpDirection.setLength( _moveCurr.y - _movePrev.y ); objectSidewaysDirection.setLength( _moveCurr.x - _movePrev.x ); moveDirection.copy( objectUpDirection.add( objectSidewaysDirection ) ); axis.crossVectors( moveDirection, _eye ).normalize(); angle *= _this.rotateSpeed; quaternion.setFromAxisAngle( axis, angle ); // added for z-axis rotation tmpQuaternion.setFromAxisAngle( eyeDirection, _this.rotationZFactor ); quaternion.multiply( tmpQuaternion ); // end add _eye.applyQuaternion( quaternion ); _this.object.up.applyQuaternion( quaternion ); _lastAxis.copy( axis ); _lastAngle = angle; } else if ( ! _this.staticMoving && _lastAngle ) { _lastAngle *= Math.sqrt( 1.0 - _this.dynamicDampingFactor * _this.allSpeedsFactor ); _eye.copy( _this.object.position ).sub( _this.target ); quaternion.setFromAxisAngle( _lastAxis, _lastAngle ); _eye.applyQuaternion( quaternion ); _this.object.up.applyQuaternion( quaternion ); } _movePrev.copy( _moveCurr ); }; }() ); this.zoomCamera = function () { var factor; if ( _state === STATE.TOUCH_ZOOM_PAN ) { factor = _this.allSpeedsFactor * _touchZoomDistanceStart / _touchZoomDistanceEnd; _touchZoomDistanceStart = _touchZoomDistanceEnd; _eye.multiplyScalar( factor ); } else { factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * _this.zoomSpeed * _this.allSpeedsFactor; if ( factor !== 1.0 && factor > 0.0 ) { _eye.multiplyScalar( factor ); } if ( _this.staticMoving ) { _zoomStart.copy( _zoomEnd ); } else { _zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor * _this.allSpeedsFactor; } } }; this.panCamera = ( function () { var mouseChange = new THREE.Vector2(), objectUp = new THREE.Vector3(), rv = new THREE.Vector3() pan = new THREE.Vector3(); return function panCamera() { mouseChange.copy( _panEnd ).sub( _panStart ); mouseChange.setLength(mouseChange.length() * _this.allSpeedsFactor); if ( mouseChange.lengthSq() || _this.RVMovingFactor ) { mouseChange.multiplyScalar( _eye.length() * _this.panSpeed ); pan.copy( _eye ).cross( _this.object.up ).setLength( mouseChange.x ); pan.add( objectUp.copy( _this.object.up ).setLength( mouseChange.y ) ); pan.add( rv.copy( _eye ).setLength(_this.RVMovingFactor * _eye.length()) ); _this.object.position.add( pan ); _this.target.add( pan ); if ( _this.staticMoving ) { _panStart.copy( _panEnd ); } else { _panStart.add( mouseChange.subVectors( _panEnd, _panStart ).multiplyScalar( _this.dynamicDampingFactor * _this.allSpeedsFactor ) ); } } }; }() ); this.checkDistances = function () { if ( ! _this.noZoom || ! _this.noPan ) { if ( _eye.lengthSq() > _this.maxDistance * _this.maxDistance ) { _this.object.position.addVectors( _this.target, _eye.setLength( _this.maxDistance ) ); _zoomStart.copy( _zoomEnd ); } if ( _eye.lengthSq() < _this.minDistance * _this.minDistance ) { _this.object.position.addVectors( _this.target, _eye.setLength( _this.minDistance ) ); _zoomStart.copy( _zoomEnd ); } } }; this.update = function () { _eye.subVectors( _this.object.position, _this.target ); if ( ! _this.noRotate ) { _this.rotateCamera(); } if ( ! _this.noZoom ) { _this.zoomCamera(); } if ( ! _this.noPan ) { _this.panCamera(); } _this.object.position.addVectors( _this.target, _eye ); _this.checkDistances(); _this.object.lookAt( _this.target ); if ( lastPosition.distanceToSquared( _this.object.position ) > EPS ) { _this.dispatchEvent( changeEvent ); lastPosition.copy( _this.object.position ); } _this.RVMovingFactor = 0.0; _this.rotationZFactor = 0.0; }; this.reset = function () { _state = STATE.NONE; _prevState = STATE.NONE; _this.target.copy( _this.target0 ); _this.object.position.copy( _this.position0 ); _this.object.up.copy( _this.up0 ); _eye.subVectors( _this.object.position, _this.target ); _this.object.lookAt( _this.target ); _this.dispatchEvent( changeEvent ); lastPosition.copy( _this.object.position ); }; // listeners function keydown( event ) { if ( _this.enabled === false ) return; //window.removeEventListener( 'keydown', keydown ); _prevState = _state; /** if ( _state !== STATE.NONE ) { return; } else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && ! _this.noRotate ) { _state = STATE.ROTATE; } else if ( event.keyCode === _this.keys[ STATE.ZOOM ] && ! _this.noZoom ) { _state = STATE.ZOOM; } else if ( event.keyCode === _this.keys[ STATE.PAN ] && ! _this.noPan ) { _state = STATE.PAN; } **/ switch (event.keyCode) { // 81:Q; 87:W; 69:E; 82:R; // 65:A; 83:S; 68:D; 70:F; // 90:Z; 88:X; 67:C; 86:V; // 107:+; 109:-; 16:Shift; 17:Ctrl; 18:Alt; 9:Tab; // 38:Up; 37:Left; 40:Down; 39:Right; case 87: _this.RVMovingFactor = -0.002 * _this.allSpeedsFactor;//W break; case 83: _this.RVMovingFactor = 0.002 * _this.allSpeedsFactor;//S break; case 65: _movePrev.copy( _moveCurr ); _moveCurr.x -= 0.01 * _this.allSpeedsFactor; //A break; case 68: _movePrev.copy( _moveCurr ); _moveCurr.x += 0.01 * _this.allSpeedsFactor; //D break; case 90: _movePrev.copy( _moveCurr ); _moveCurr.y -= 0.01 * _this.allSpeedsFactor; //Z break; case 88: _movePrev.copy( _moveCurr ); _moveCurr.y += 0.01 * _this.allSpeedsFactor; //X break; case 81: _this.rotationZFactor = -0.01 * _this.allSpeedsFactor;//Q break; case 69: _this.rotationZFactor = 0.01 * _this.allSpeedsFactor;//E break; case 107: _zoomStart.y += 0.02 * _this.allSpeedsFactor; // + break; case 109: _zoomStart.y -= 0.02 * _this.allSpeedsFactor; // - break; case 38: // up _panEnd.y -= 0.01 * _this.allSpeedsFactor; break; case 40: // down _panEnd.y += 0.01 * _this.allSpeedsFactor; break; case 37: // left _panEnd.x -= 0.01 * _this.allSpeedsFactor; break; case 39: // right _panEnd.x += 0.01 * _this.allSpeedsFactor; break; case 82: // R _this.allSpeedsFactor = 0.33; break; case 16: // Shift _this.allSpeedsFactor = 0.05; break; } } function keyup( event ) { if ( _this.enabled === false ) return; switch (event.keyCode) { // 81:Q; 87:W; 69:E; 82:R; // 65:A; 83:S; 68:D; 70:F; // 90:Z; 88:X; 67:C; 86:V; // 107:+; 109:-; 16:Shift; 17:Ctrl; 18:Alt; 9:Tab; // 38:Up; 37:Left; 40:Down; 39:Right; case 87: // W _this.RVMovingFactor = 0.0; break; case 83: // S _this.RVMovingFactor = 0.0; break; case 81: // Q _this.rotationZFactor = 0.0; break; case 69: // E _this.rotationZFactor = 0.0; break; case 82: // R _this.allSpeedsFactor = 1.0; break; case 16: // Shift _this.allSpeedsFactor = 1.0; break; } _state = _prevState; //window.addEventListener( 'keydown', keydown, false ); } function mousedown( event ) { if ( _this.enabled === false ) return; event.preventDefault(); event.stopPropagation(); if ( _state === STATE.NONE ) { _state = event.button; } if ( _state === STATE.ROTATE && ! _this.noRotate ) { _moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) ); _movePrev.copy( _moveCurr ); } else if ( _state === STATE.ZOOM && ! _this.noZoom ) { _zoomStart.copy( getMouseOnScreen( event.pageX, event.pageY ) ); _zoomEnd.copy( _zoomStart ); } else if ( _state === STATE.PAN && ! _this.noPan ) { _panStart.copy( getMouseOnScreen( event.pageX, event.pageY ) ); _panEnd.copy( _panStart ); } document.addEventListener( 'mousemove', mousemove, false ); document.addEventListener( 'mouseup', mouseup, false ); _this.dispatchEvent( startEvent ); } function mousemove( event ) { if ( _this.enabled === false ) return; event.preventDefault(); event.stopPropagation(); if ( _state === STATE.ROTATE && ! _this.noRotate ) { _movePrev.copy( _moveCurr ); _moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) ); } else if ( _state === STATE.ZOOM && ! _this.noZoom ) { _zoomEnd.copy( getMouseOnScreen( event.pageX, event.pageY ) ); } else if ( _state === STATE.PAN && ! _this.noPan ) { _panEnd.copy( getMouseOnScreen( event.pageX, event.pageY ) ); } } function mouseup( event ) { if ( _this.enabled === false ) return; event.preventDefault(); event.stopPropagation(); _state = STATE.NONE; document.removeEventListener( 'mousemove', mousemove ); document.removeEventListener( 'mouseup', mouseup ); _this.dispatchEvent( endEvent ); } function mousewheel( event ) { if ( _this.enabled === false ) return; if ( _this.noZoom === true ) return; event.preventDefault(); event.stopPropagation(); switch ( event.deltaMode ) { case 2: // Zoom in pages _zoomStart.y -= event.deltaY * 0.025 * _this.allSpeedsFactor; break; case 1: // Zoom in lines _zoomStart.y -= event.deltaY * 0.01 * _this.allSpeedsFactor; break; default: // undefined, 0, assume pixels _zoomStart.y -= event.deltaY * 0.00025 * _this.allSpeedsFactor; break; } _this.dispatchEvent( startEvent ); _this.dispatchEvent( endEvent ); } function touchstart( event ) { if ( _this.enabled === false ) return; switch ( event.touches.length ) { case 1: _state = STATE.TOUCH_ROTATE; _moveCurr.copy( getMouseOnCircle( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ) ); _movePrev.copy( _moveCurr ); break; default: // 2 or more _state = STATE.TOUCH_ZOOM_PAN; var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; _touchZoomDistanceEnd = _touchZoomDistanceStart = Math.sqrt( dx * dx + dy * dy ); var x = ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX ) / 2; var y = ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY ) / 2; _panStart.copy( getMouseOnScreen( x, y ) ); _panEnd.copy( _panStart ); break; } _this.dispatchEvent( startEvent ); } function touchmove( event ) { if ( _this.enabled === false ) return; event.preventDefault(); event.stopPropagation(); switch ( event.touches.length ) { case 1: _movePrev.copy( _moveCurr ); _moveCurr.copy( getMouseOnCircle( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ) ); break; default: // 2 or more var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; _touchZoomDistanceEnd = Math.sqrt( dx * dx + dy * dy ); var x = ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX ) / 2; var y = ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY ) / 2; _panEnd.copy( getMouseOnScreen( x, y ) ); break; } } function touchend( event ) { if ( _this.enabled === false ) return; switch ( event.touches.length ) { case 0: _state = STATE.NONE; break; case 1: _state = STATE.TOUCH_ROTATE; _moveCurr.copy( getMouseOnCircle( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ) ); _movePrev.copy( _moveCurr ); break; } _this.dispatchEvent( endEvent ); } function contextmenu( event ) { if ( _this.enabled === false ) return; event.preventDefault(); } this.dispose = function () { this.domElement.removeEventListener( 'contextmenu', contextmenu, false ); this.domElement.removeEventListener( 'mousedown', mousedown, false ); this.domElement.removeEventListener( 'wheel', mousewheel, false ); this.domElement.removeEventListener( 'touchstart', touchstart, false ); this.domElement.removeEventListener( 'touchend', touchend, false ); this.domElement.removeEventListener( 'touchmove', touchmove, false ); document.removeEventListener( 'mousemove', mousemove, false ); document.removeEventListener( 'mouseup', mouseup, false ); window.removeEventListener( 'keydown', keydown, false ); window.removeEventListener( 'keyup', keyup, false ); }; this.domElement.addEventListener( 'contextmenu', contextmenu, false ); this.domElement.addEventListener( 'mousedown', mousedown, false ); this.domElement.addEventListener( 'wheel', mousewheel, false ); this.domElement.addEventListener( 'touchstart', touchstart, false ); this.domElement.addEventListener( 'touchend', touchend, false ); this.domElement.addEventListener( 'touchmove', touchmove, false ); window.addEventListener( 'keydown', keydown, false ); window.addEventListener( 'keyup', keyup, false ); this.handleResize(); // force an update at start this.update(); }; THREE.AstroControls.prototype = Object.create( THREE.EventDispatcher.prototype ); THREE.AstroControls.prototype.constructor = THREE.AstroControls; 


申请书


将完整的代码保存到文件中,将其命名为AstroControls.js,添加到您的项目中。

创建这样的控件:

 var controls; ... //      , ,  : controls = new THREE.AstroControls( camera, renderer.domElement ); //  controls //       ,     . // controls      . controls.rotateSpeed = 1.0; controls.zoomSpeed = 1.2; controls.panSpeed = 0.8; controls.noZoom = false; controls.noPan = false; controls.staticMoving = true; controls.dynamicDampingFactor = 0.3; 

将来,所有事情都是标准的,像往常一样设置controls.target和controls.autoRotate。 ( , three.js , OrbitControls . AstroControls ) , , , touch-events.

, - .

Source: https://habr.com/ru/post/zh-CN435974/


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