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467
frontend/public/vendor/3dhop/trackball_turntable_pan.js
vendored
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467
frontend/public/vendor/3dhop/trackball_turntable_pan.js
vendored
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/*
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3DHOP - 3D Heritage Online Presenter
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Copyright (c) 2014-2020, Visual Computing Lab, ISTI - CNR
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All rights reserved.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* Constructs a TurntableCylTrackball object.
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* @class Interactor which implements a Turntable controller + cylindrical pan with bounds.
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*/
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function TurntablePanTrackball() {
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}
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TurntablePanTrackball.prototype = {
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setup : function (options) {
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options = options || {};
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var opt = sglGetDefaultObject({
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startCenter : [ 0.0, 0.0, 0.0 ],
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startPhi : 0.0,
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startTheta : 0.0,
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startDistance : 2.0,
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startPanX : 0.0,
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startPanY : 0.0,
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startPanZ : 0.0,
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minMaxDist : [0.2, 4.0],
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minMaxPhi : [-180, 180],
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minMaxTheta : [-80.0, 80.0],
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minMaxPanX : [-1.0, 1.0],
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minMaxPanY : [-1.0, 1.0],
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minMaxPanZ : [-1.0, 1.0],
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pathStates : [ ], // path points array
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animationLocked : false,// if true disable trackball interactions during animation
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animationTime : null // when single position navigation, each to point navigation is # seconds (if null, automatically computed)
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}, options);
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this._action = SGL_TRACKBALL_NO_ACTION;
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this._new_action = true;
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this._matrix = SglMat4.identity();
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// path
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this._pathStates = opt.pathStates;
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this._animationLocked = opt.animationLocked;
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this._pathPosNum = 0;
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// trackball center
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this._center = opt.startCenter;
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// starting/default parameters
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this._startPhi = sglDegToRad(opt.startPhi); //phi (horizontal rotation)
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this._startTheta = sglDegToRad(opt.startTheta); //theta (vertical rotation)
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this._startPanX = opt.startPanX; //panX
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this._startPanY = opt.startPanY; //panY
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this._startPanZ = opt.startPanZ; //panZ
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this._startDistance = opt.startDistance; //distance
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// current parameters
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this._phi = this._startPhi;
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this._theta = this._startTheta;
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this._panX = this._startPanX;
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this._panY = this._startPanY;
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this._panZ = this._startPanZ;
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this._distance = this._startDistance;
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// target paramenters
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this._targetPhi = this._startPhi;
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this._targetTheta = this._startTheta;
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this._targetPanX = this._startPanX;
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this._targetPanY = this._startPanY;
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this._targetPanZ = this._startPanZ;
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this._targetDistance = this._startDistance;
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//animation data
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this._isAnimating = false;
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this._speedPhi = 0.0;
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this._speedTheta = 0.0;
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this._speedPanX = 0.0;
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this._speedPanY = 0.0;
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this._speedPanZ = 0.0;
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this._speedDistance = 0.0;
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this._isAutoWalking = false;
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this._animationTime = opt.animationTime;
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// limits
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this._minMaxDist = opt.minMaxDist;
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if((opt.minMaxPhi[0] == -180)&&(opt.minMaxPhi[1] == 180))
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this._limitPhi = false;
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else
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this._limitPhi = true;
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this._minMaxPhi = opt.minMaxPhi;
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this._minMaxPhi[0] = sglDegToRad(this._minMaxPhi[0]);
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this._minMaxPhi[1] = sglDegToRad(this._minMaxPhi[1]);
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this._minMaxTheta = opt.minMaxTheta;
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this._minMaxTheta[0] = sglDegToRad(this._minMaxTheta[0]);
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this._minMaxTheta[1] = sglDegToRad(this._minMaxTheta[1]);
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this._minMaxPanX = opt.minMaxPanX;
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this._minMaxPanY = opt.minMaxPanY;
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this._minMaxPanZ = opt.minMaxPanZ;
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this._start = [0.0, 0.0];
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this.reset();
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},
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_clamp : function(value, low, high) {
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if(value < low) return low;
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if(value > high) return high;
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return value;
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},
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_computeMatrix: function() {
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var m = SglMat4.identity();
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// centering
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m = SglMat4.mul(m, SglMat4.translation([-this._center[0], -this._center[1], -this._center[2]]));
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// zoom
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m = SglMat4.mul(m, SglMat4.translation([0.0, 0.0, -this._distance]));
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// rotation
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m = SglMat4.mul(m, SglMat4.rotationAngleAxis(this._theta, [1.0, 0.0, 0.0]));
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// tilt
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m = SglMat4.mul(m, SglMat4.rotationAngleAxis(this._phi, [0.0, -1.0, 0.0]));
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// panning
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m = SglMat4.mul(m, SglMat4.translation([-this._panX, -this._panY, -this._panZ]));
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this._matrix = m;
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if(typeof onTrackballUpdate != "undefined")
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onTrackballUpdate(this.getState());
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},
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getState : function () {
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return [sglRadToDeg(this._phi), sglRadToDeg(this._theta), this._panX, this._panY, this._panZ, this._distance];
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},
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setState : function (newstate) {
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// stop animation
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this._isAnimating = this._isAutoWalking = false;
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this._phi = sglDegToRad(newstate[0]);
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this._theta = sglDegToRad(newstate[1]);
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this._panX = newstate[2];
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this._panY = newstate[3];
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this._panZ = newstate[4];
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this._distance = newstate[5];
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//check limits
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if(this._limitPhi)
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this._phi = this._clamp(this._phi, this._minMaxPhi[0], this._minMaxPhi[1]);
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this._theta = this._clamp(this._theta, this._minMaxTheta[0], this._minMaxTheta[1]);
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this._distance = this._clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]);
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this._panX = this._clamp(this._panX, this._minMaxPanX[0], this._minMaxPanX[1]);
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this._panY = this._clamp(this._panY, this._minMaxPanY[0], this._minMaxPanY[1]);
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this._panZ = this._clamp(this._panZ, this._minMaxPanZ[0], this._minMaxPanZ[1]);
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this._computeMatrix();
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},
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animateToState : function (newstate, newtime) {
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// stop animation
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this._isAnimating = false;
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if(newstate)
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{
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// stop autoWalking
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this._isAutoWalking = false;
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// setting targets
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this._targetPhi = sglDegToRad(newstate[0]);
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this._targetTheta = sglDegToRad(newstate[1]);
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this._targetPanX = newstate[2];
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this._targetPanY = newstate[3];
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this._targetPanZ = newstate[4];
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this._targetDistance = newstate[5];
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//check limits
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if(this._limitPhi)
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this._targetPhi = this._clamp(this._targetPhi, this._minMaxPhi[0], this._minMaxPhi[1]);
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this._targetPhi = this._targetPhi % (2*Math.PI);
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this._targetTheta = this._clamp(this._targetTheta, this._minMaxTheta[0], this._minMaxTheta[1]);
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this._targetPanX = this._clamp(this._targetPanX, this._minMaxPanX[0], this._minMaxPanX[1]);
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this._targetPanY = this._clamp(this._targetPanY, this._minMaxPanY[0], this._minMaxPanY[1]);
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this._targetPanZ = this._clamp(this._targetPanZ, this._minMaxPanZ[0], this._minMaxPanZ[1]);
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this._targetDistance = this._clamp(this._targetDistance, this._minMaxDist[0], this._minMaxDist[1]);
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// setting base velocities
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this._speedPhi = Math.PI;
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this._speedTheta = Math.PI;
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this._speedPanX = 1.0;
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this._speedPanY = 1.0;
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this._speedPanZ = 1.0;
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this._speedDistance = 2.0;
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//if phi unconstrained rotation, it is necessary to find a good rotation direction
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if(!this._limitPhi){
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// normalize (-2pi 2pi) current phi angle, to prevent endless unwinding
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this._phi = this._phi % (2*Math.PI);
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// determine minimal, normalized target phi angle, to prevent endless unwinding
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var clampedangle = this._targetPhi;
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clampedangle = clampedangle % (2*Math.PI);
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if(Math.abs(clampedangle - this._phi) < Math.PI) { // standard rotation
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if(clampedangle > this._phi){
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this.speedphi = Math.PI;
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}
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else{
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this.speedphi = -Math.PI;
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}
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}
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else{
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if(clampedangle > this._phi){
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clampedangle = (clampedangle - 2*Math.PI)
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this.speedphi = -Math.PI;
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}
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else{
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clampedangle = (clampedangle + 2*Math.PI)
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this.speedphi = Math.PI;
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}
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}
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this._targetPhi = clampedangle;
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}
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// find max animation time to set a time limit and then synchronize all movements
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var timePhi = Math.abs((this._targetPhi - this._phi) / this._speedPhi);
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var timeTheta = Math.abs((this._targetTheta - this._theta) / this._speedTheta);
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var timeDistance = Math.abs((this._targetDistance - this._distance) / this._speedDistance);
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var timePanX = Math.abs((this._targetPanX - this._panX) / this._speedPanX);
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var timePanY = Math.abs((this._targetPanY - this._panY) / this._speedPanY);
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var timePanZ = Math.abs((this._targetPanZ - this._panZ) / this._speedPanZ);
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var maxtime = Math.max( timePhi, Math.max( timeTheta, Math.max( timeDistance, Math.max( timePanX, Math.max( timePanY, timePanZ )))));
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var animationtime = this._clamp(maxtime, 0.5, 2.0);
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if(newtime) animationtime = newtime;
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else if (this._animationTime) animationtime = this._animationTime;
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this._speedPhi *= timePhi / animationtime;
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this._speedTheta *= timeTheta / animationtime;
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this._speedDistance *= timeDistance / animationtime;
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this._speedPanX *= timePanX / animationtime;
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this._speedPanY *= timePanY / animationtime;
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this._speedPanZ *= timePanZ / animationtime;
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}
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else
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{
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if(this._pathPosNum == this._pathStates.length){
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this._isAutoWalking = false;
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this._pathPosNum = 0;
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}
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else {
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var state = this._pathStates[this._pathPosNum][0];
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var time = this._animationTime;
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if(!Array.isArray(state)) state = this._pathStates[this._pathPosNum];
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else if (this._pathStates[this._pathPosNum][1]) time = this._pathStates[this._pathPosNum][1];
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if(!this._isAutoWalking) this.animateToState(state, time);
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this._isAutoWalking = true;
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}
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}
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// start animation
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this._isAnimating = true;
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},
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recenter : function (newpoint) {
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// stop animation
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this._isAnimating = this._isAutoWalking = false;
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var newpanX = (newpoint[0]-presenter.sceneCenter[0]) * presenter.sceneRadiusInv;
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var newpanY = (newpoint[1]-presenter.sceneCenter[1]) * presenter.sceneRadiusInv;
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var newpanZ = (newpoint[2]-presenter.sceneCenter[2]) * presenter.sceneRadiusInv;
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this.animateToState([sglRadToDeg(this._phi), sglRadToDeg(this._theta), newpanX, newpanY, newpanZ, (this._distance * 0.6)]);
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},
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tick : function (dt) {
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if(!this._isAnimating) return false;
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var deltaPhi = this._speedPhi * dt;
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var deltaTheta = this._speedTheta * dt;
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var deltaDistance = this._speedDistance * dt;
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var deltaPanX = this._speedPanX * dt;
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var deltaPanY = this._speedPanY * dt;
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var deltaPanZ = this._speedPanZ * dt;
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var diffPhi = this._targetPhi - this._phi;
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var diffTheta = this._targetTheta - this._theta;
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var diffDistance = this._targetDistance - this._distance;
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var diffPanX = this._targetPanX - this._panX;
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var diffPanY = this._targetPanY - this._panY;
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var diffPanZ = this._targetPanZ - this._panZ;
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if (diffPhi > deltaPhi)
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this._phi += deltaPhi;
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else if (diffPhi < -deltaPhi)
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this._phi -= deltaPhi;
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else
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this._phi = this._targetPhi;
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if (diffTheta > deltaTheta)
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this._theta += deltaTheta;
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else if (diffTheta < -deltaTheta)
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this._theta -= deltaTheta;
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else
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this._theta = this._targetTheta;
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if (diffDistance > deltaDistance)
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this._distance += deltaDistance;
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else if (diffDistance < -deltaDistance)
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this._distance -= deltaDistance;
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else
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this._distance = this._targetDistance;
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if (diffPanX > deltaPanX)
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this._panX += deltaPanX;
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else if (diffPanX < -deltaPanX)
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this._panX -= deltaPanX;
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else
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this._panX = this._targetPanX;
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if (diffPanY > deltaPanY)
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this._panY += deltaPanY;
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else if (diffPanY < -deltaPanY)
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this._panY -= deltaPanY;
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else
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this._panY = this._targetPanY;
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if (diffPanZ > deltaPanZ)
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this._panZ += deltaPanZ;
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else if (diffPanZ < -deltaPanZ)
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this._panZ -= deltaPanZ;
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else
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this._panZ = this._targetPanZ;
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if(this._phi == this._targetPhi)
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if(this._theta == this._targetTheta)
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if(this._distance == this._targetDistance)
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if(this._panX == this._targetPanX)
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if(this._panY == this._targetPanY)
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if(this._panZ == this._targetPanZ){
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this._isAnimating = false;
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if(typeof onTrackballArrived != "undefined")
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onTrackballArrived(this.getState());
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if(this._isAutoWalking) { this._pathPosNum++; this._isAutoWalking = false; this.animateToState(); }
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}
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this._computeMatrix();
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return true;
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},
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set action(a) { if(this._action != a) { this._new_action = true; this._action = a; } },
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get action() { return this._action; },
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get matrix() { this._computeMatrix(); return this._matrix; },
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get distance() { return this._distance; },
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reset : function () {
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this._matrix = SglMat4.identity();
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this._action = SGL_TRACKBALL_NO_ACTION;
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this._new_action = true;
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this._phi = this._startPhi;
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this._theta = this._startTheta;
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this._distance = this._startDistance;
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this._panX = this._startPanX;
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this._panY = this._startPanY;
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this._panZ = this._startPanZ;
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this._pathPosNum = 0;
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this._isAutoWalking = false;
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this._isAnimating = false;
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this._computeMatrix();
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},
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track : function(m, x, y, z) {
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if(this._animationLocked && this._isAnimating) this._action = SGL_TRACKBALL_NO_ACTION;
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if(this._new_action) {
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this._start[0] = x;
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this._start[1] = y;
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this._new_action = false;
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}
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var dx = this._start[0] - x;
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var dy = this._start[1] - y;
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this._start[0] = x;
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this._start[1] = y;
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switch (this._action) {
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case SGL_TRACKBALL_ROTATE:
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this._isAnimating = this._isAutoWalking = false; //stopping animation
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this.rotate(m, dx, dy);
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break;
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case SGL_TRACKBALL_PAN:
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this._isAnimating = this._isAutoWalking = false; //stopping animation
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this.pan(m, dx, dy);
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break;
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||||
case SGL_TRACKBALL_SCALE:
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this._isAnimating = this._isAutoWalking = false; //stopping animation
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this.scale(m, z);
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break;
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default:
|
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break;
|
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}
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return this._computeMatrix();
|
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},
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||||
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||||
pan: function(m, dx, dy) {
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//determining current X, Y and Z axis
|
||||
var Xvec = [1.0, 0.0, 0.0, 1.0];
|
||||
var Yvec = [0.0, 1.0, 0.0, 1.0];
|
||||
var Zvec = [0.0, 0.0, 1.0, 1.0];
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||||
Xvec = SglMat4.mul4(SglMat4.rotationAngleAxis(this._phi, [0.0, -1.0, 0.0]), Xvec);
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||||
Yvec = SglMat4.mul4(SglMat4.rotationAngleAxis(this._phi, [0.0, -1.0, 0.0]), Yvec);
|
||||
Zvec = SglMat4.mul4(SglMat4.rotationAngleAxis(this._phi, [0.0, -1.0, 0.0]), Zvec);
|
||||
Xvec = SglMat4.mul4(SglMat4.rotationAngleAxis(this._theta, [1.0, 0.0, 0.0]), Xvec);
|
||||
Yvec = SglMat4.mul4(SglMat4.rotationAngleAxis(this._theta, [1.0, 0.0, 0.0]), Yvec);
|
||||
Zvec = SglMat4.mul4(SglMat4.rotationAngleAxis(this._theta, [1.0, 0.0, 0.0]), Zvec);
|
||||
|
||||
var panSpeed = Math.max(Math.min(1.5, this._distance),0.05);
|
||||
this._panX += ((dx * Xvec[0]) + (dy * Xvec[1])) * panSpeed;
|
||||
this._panY += ((dx * Yvec[0]) + (dy * Yvec[1])) * panSpeed;
|
||||
this._panZ += ((dx * Zvec[0]) + (dy * Zvec[1])) * panSpeed;
|
||||
|
||||
//clamping
|
||||
this._panX = this._clamp(this._panX, this._minMaxPanX[0], this._minMaxPanX[1]);
|
||||
this._panY = this._clamp(this._panY, this._minMaxPanY[0], this._minMaxPanY[1]);
|
||||
this._panZ = this._clamp(this._panZ, this._minMaxPanZ[0], this._minMaxPanZ[1]);
|
||||
},
|
||||
|
||||
rotate: function(m, dx, dy) {
|
||||
this._phi += dx;
|
||||
if(this._limitPhi)
|
||||
this._phi = this._clamp(this._phi, this._minMaxPhi[0], this._minMaxPhi[1]);
|
||||
|
||||
// avoid eternal accumulation of rotation, just for the sake of cleanliness
|
||||
if (this._phi > 10.0) this._phi = this._phi - 10.0;
|
||||
if (this._phi < -10.0) this._phi = this._phi + 10.0;
|
||||
|
||||
this._theta += dy;
|
||||
this._theta = this._clamp(this._theta, this._minMaxTheta[0], this._minMaxTheta[1]);
|
||||
},
|
||||
|
||||
scale : function(m, s) {
|
||||
this._distance *= s;
|
||||
this._distance = this._clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]);
|
||||
}
|
||||
};
|
||||
/***********************************************************************/
|
||||
Reference in New Issue
Block a user