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dyncoll-dev/frontend/public/vendor/3dhop/trackball_pantilt.js
Giuseppe Naponiello 36bcc9a842 first commit
2026-06-14 19:01:02 +02:00

384 lines
13 KiB
JavaScript
Executable File

/*
3DHOP - 3D Heritage Online Presenter
Copyright (c) 2014-2023, Visual Computing Lab, ISTI - CNR
All rights reserved.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* Constructs a PanTiltTrackball object.
* @class Interactor which implements a pan-tilt trackball controller with bounds.
*/
function PanTiltTrackball() {
}
PanTiltTrackball.prototype = {
setup : function (options,myPresenter) {
options = options || {};
var opt = sglGetDefaultObject({
startCenter : [ 0.0, 0.0, 0.0 ],
startPanX : 0.0,
startPanY : 0.0,
startAngleX : 0.0,
startAngleY : 0.0,
startDistance : 2.0,
minMaxDist : [0.2, 4.0],
minMaxPanX : [-0.7, 0.7],
minMaxPanY : [-0.7, 0.7],
minMaxAngleX : [-70.0, 70.0],
minMaxAngleY : [-70.0, 70.0],
pathStates : [ ], // path points array
animationLocked : false,// if true disable trackball interactions during animation
animationTime : null // when single position navigation, each to point navigation is # seconds (if null, automatically computed)
}, options);
this._action = SGL_TRACKBALL_NO_ACTION;
this._new_action = true;
this._matrix = SglMat4.identity();
this.myPresenter = myPresenter;// parent presenter
// path
this._pathStates = opt.pathStates;
this._animationLocked = opt.animationLocked;
this._pathPosNum = 0;
// trackball center
this._center = opt.startCenter;
// starting/default parameters
this._startPanX = opt.startPanX; //pan X
this._startPanY = opt.startPanY; //pan Y
this._startAngleX = sglDegToRad(opt.startAngleX); //angle X
this._startAngleY = sglDegToRad(opt.startAngleY); //angle Y
this._startDistance = opt.startDistance; //distance
// current parameters
this._panX = this._startPanX;
this._panY = this._startPanY;
this._angleX = this._startAngleX;
this._angleY = this._startAngleY;
this._distance = this._startDistance;
// target paramenters
this._targetPanX = this._startPanX;
this._targetPanY = this._startPanY;
this._targetAngleX = this._startAngleX;
this._targetAngleY = this._startAngleY;
this._targetDistance = this._startDistance;
//animation data
this._isAnimating = false;
this._speedPanX = 0.0;
this._speedPanY = 0.0;
this._speedAngleX = 0.0;
this._speedAngleY = 0.0;
this._speedDistance = 0.0;
this._isAutoWalking = false;
this._animationTime = opt.animationTime;
//limits
this._minMaxDist = opt.minMaxDist;
this._minMaxPanX = opt.minMaxPanX;
this._minMaxPanY = opt.minMaxPanY;
this._minMaxAngleX = opt.minMaxAngleX;
this._minMaxAngleX[0] = sglDegToRad(this._minMaxAngleX[0]);
this._minMaxAngleX[1] = sglDegToRad(this._minMaxAngleX[1]);
this._minMaxAngleY = opt.minMaxAngleY;
this._minMaxAngleY[0] = sglDegToRad(this._minMaxAngleY[0]);
this._minMaxAngleY[1] = sglDegToRad(this._minMaxAngleY[1]);
this._start = [0.0, 0.0];
this.reset();
},
_clamp : function(value, low, high) {
if(value < low) return low;
if(value > high) return high;
return value;
},
_computeMatrix: function() {
var m = SglMat4.identity();
// centering
m = SglMat4.mul(m, SglMat4.translation([-this._center[0], -this._center[1], -this._center[2]]));
// zoom
m = SglMat4.mul(m, SglMat4.translation([0.0, 0.0, -this._distance]));
// tilt
m = SglMat4.mul(m, SglMat4.rotationAngleAxis(this._angleY, [1.0, 0.0, 0.0]));
m = SglMat4.mul(m, SglMat4.rotationAngleAxis(this._angleX, [0.0, -1.0, 0.0]));
// pan
m = SglMat4.mul(m, SglMat4.translation([this._panX, this._panY, 0.0]));
this._matrix = m;
if(typeof onTrackballUpdate != "undefined")
onTrackballUpdate(this.getState());
},
getState : function () {
return [this._panX, this._panY, sglRadToDeg(this._angleX), sglRadToDeg(this._angleY), this._distance];
},
setState : function (newstate) {
// stop animation
this._isAnimating = this._isAutoWalking = false;
this._panX = newstate[0];
this._panY = newstate[1];
this._angleX = sglDegToRad(newstate[2]);
this._angleY = sglDegToRad(newstate[3]);
this._distance = newstate[4];
//check limits
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._angleX = this._clamp(this._angleX, this._minMaxAngleX[0], this._minMaxAngleX[1]);
this._angleY = this._clamp(this._angleY, this._minMaxAngleY[0], this._minMaxAngleY[1]);
this._distance = this._clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]);
this._computeMatrix();
},
animateToState : function (newstate, newtime) {
// stop animation
this._isAnimating = false;
if(newstate)
{
// stop autoWalking
this._isAutoWalking = false;
// setting targets
this._targetPanX = newstate[0];
this._targetPanY = newstate[1];
this._targetAngleX = sglDegToRad(newstate[2]);
this._targetAngleY = sglDegToRad(newstate[3]);
this._targetDistance = newstate[4];
//check limits
this._targetPanX = this._clamp(this._targetPanX, this._minMaxPanX[0], this._minMaxPanX[1]);
this._targetPanY = this._clamp(this._targetPanY, this._minMaxPanY[0], this._minMaxPanY[1]);
this._targetAngleX = this._clamp(this._targetAngleX, this._minMaxAngleX[0], this._minMaxAngleX[1]);
this._targetAngleY = this._clamp(this._targetAngleY, this._minMaxAngleY[0], this._minMaxAngleY[1]);
this._targetDistance = this._clamp(this._targetDistance, this._minMaxDist[0], this._minMaxDist[1]);
// setting base velocities
this._speedPanX = 2.0;
this._speedPanY = 2.0;
this._speedAngleX = Math.PI;
this._speedAngleY = Math.PI;
this._speedDistance = 2.0;
// find max animation time to set a time limit and then synchronize all movements
var timePanX = Math.abs((this._targetPanX - this._panX) / this._speedPanX);
var timePanY = Math.abs((this._targetPanY - this._panY) / this._speedPanY);
var timeAngleX = Math.abs((this._targetAngleX - this._angleX) / this._speedAngleX);
var timeAngleY = Math.abs((this._targetAngleY - this._angleY) / this._speedAngleY);
var timeDistance = Math.abs((this._targetDistance - this._distance) / this._speedDistance);
var maxtime = Math.max( timePanX, Math.max( timePanY, Math.max( timeAngleX, Math.max( timeAngleY, timeDistance ) ) ));
var animationtime = this._clamp(maxtime, 0.5, 2.0);
if(newtime) animationtime = newtime;
else if (this._animationTime) animationtime = this._animationTime;
this._speedPanX *= timePanX / animationtime;
this._speedPanY *= timePanY / animationtime;
this._speedAngleX *= timeAngleX / animationtime;
this._speedAngleY *= timeAngleY / animationtime;
this._speedDistance *= timeDistance / animationtime;
}
else
{
if(this._pathPosNum == this._pathStates.length){
this._isAutoWalking = false;
this._pathPosNum = 0;
}
else {
var state = this._pathStates[this._pathPosNum][0];
var time = this._animationTime;
if(!Array.isArray(state)) state = this._pathStates[this._pathPosNum];
else if (this._pathStates[this._pathPosNum][1]) time = this._pathStates[this._pathPosNum][1];
if(!this._isAutoWalking) this.animateToState(state, time);
this._isAutoWalking = true;
}
}
// start animation
this._isAnimating = true;
},
recenter : function (newpoint) {
// stop animation
this._isAnimating = this._isAutoWalking = false;
var newpanX = -(newpoint[0]-this.myPresenter.sceneCenter[0]) * this.myPresenter.sceneRadiusInv;
var newpanY = -(newpoint[1]-this.myPresenter.sceneCenter[1]) * this.myPresenter.sceneRadiusInv;
this.animateToState([newpanX, newpanY, sglRadToDeg(this._angleX), sglRadToDeg(this._angleY), (this._distance * 0.6)]);
},
tick : function (dt) {
if(!this._isAnimating) return false;
var deltaPanX = this._speedPanX * dt;
var deltaPanY = this._speedPanY * dt;
var deltaAngleX = this._speedAngleX * dt;
var deltaAngleY = this._speedAngleY * dt;
var deltaDistance = this._speedDistance * dt;
var diffPanX = this._targetPanX - this._panX;
var diffPanY = this._targetPanY - this._panY;
var diffAngleX = this._targetAngleX - this._angleX;
var diffAngleY = this._targetAngleY - this._angleY;
var diffDistance = this._targetDistance - this._distance;
if (diffPanX > deltaPanX)
this._panX += deltaPanX;
else if (diffPanX < -deltaPanX)
this._panX -= deltaPanX;
else
this._panX = this._targetPanX;
if (diffPanY > deltaPanY)
this._panY += deltaPanY;
else if (diffPanY < -deltaPanY)
this._panY -= deltaPanY;
else
this._panY = this._targetPanY;
if (diffAngleX > deltaAngleX)
this._angleX += deltaAngleX;
else if (diffAngleX < -deltaAngleX)
this._angleX -= deltaAngleX;
else
this._angleX = this._targetAngleX;
if (diffAngleY > deltaAngleY)
this._angleY += deltaAngleY;
else if (diffAngleY < -deltaAngleY)
this._angleY -= deltaAngleY;
else
this._angleY = this._targetAngleY;
if (diffDistance > deltaDistance)
this._distance += deltaDistance;
else if (diffDistance < -deltaDistance)
this._distance -= deltaDistance;
else
this._distance = this._targetDistance;
if(this._panX == this._targetPanX)
if(this._panY == this._targetPanY)
if(this._angleX == this._targetAngleX)
if(this._angleY == this._targetAngleY)
if(this._distance == this._targetDistance){
this._isAnimating = false;
if(typeof onTrackballArrived != "undefined")
onTrackballArrived(this.getState());
if(this._isAutoWalking) { this._pathPosNum++; this._isAutoWalking = false; this.animateToState(); }
}
this._computeMatrix();
return true;
},
set action(a) { if(this._action != a) { this._new_action = true; this._action = a; } },
get action() { return this._action; },
get matrix() { this._computeMatrix(); return this._matrix; },
get distance() { return this._distance; },
reset : function () {
this._matrix = SglMat4.identity();
this._action = SGL_TRACKBALL_NO_ACTION;
this._new_action = true;
this._panX = this._startPanX;
this._panY = this._startPanY;
this._angleX = this._startAngleX;
this._angleY = this._startAngleY;
this._distance = this._startDistance;
this._pathPosNum = 0;
this._isAutoWalking = false;
this._isAnimating = false;
this._computeMatrix();
},
track : function(m, x, y, z) {
if(this._animationLocked && this._isAnimating) this._action = SGL_TRACKBALL_NO_ACTION;
if(this._new_action) {
this._start[0] = x;
this._start[1] = y;
this._new_action = false;
}
var dx = this._start[0] - x;
var dy = this._start[1] - y;
this._start[0] = x;
this._start[1] = y;
switch (this._action) {
case SGL_TRACKBALL_ROTATE:
this._isAnimating = this._isAutoWalking = false; //stopping animation
this.rotate(m, dx, dy);
break;
case SGL_TRACKBALL_PAN:
this._isAnimating = this._isAutoWalking = false; //stopping animation
this.pan(m, dx, dy);
break;
case SGL_TRACKBALL_SCALE:
this._isAnimating = this._isAutoWalking = false; //stopping animation
this.scale(m, z);
break;
default:
break;
}
return this._computeMatrix();
},
rotate: function(m, dx, dy) {
this._angleX += dx;
this._angleY += dy;
this._angleX = this._clamp(this._angleX, this._minMaxAngleX[0], this._minMaxAngleX[1]);
this._angleY = this._clamp(this._angleY, this._minMaxAngleY[0], this._minMaxAngleY[1]);
},
pan: function(m, dx, dy) {
var panSpeed = Math.max(Math.min(1.5, this._distance),0.05);
this._panX -= dx/2.0 * panSpeed;
this._panY -= dy/2.0 * panSpeed;
this._panX = this._clamp(this._panX, this._minMaxPanX[0], this._minMaxPanX[1]);
this._panY = this._clamp(this._panY, this._minMaxPanY[0], this._minMaxPanY[1]);
},
scale : function(m, s) {
this._distance *= s;
this._distance = this._clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]);
}
};
/***********************************************************************/