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

242 lines
6.3 KiB
JavaScript

/*
3DHOP - 3D Heritage Online Presenter
Copyright (c) 2014-2020, 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 SphereTrackball object.
* @class Interactor which implements a full spherical trackball controller.
*/
function SphereTrackball() {
}
SphereTrackball.prototype = {
setup : function (options) {
options = options || {};
var opt = sglGetDefaultObject({
startCenter : [ 0.0, 0.0, 0.0 ],
startDistance : 2.0,
minMaxDist : [0.2, 4.0],
}, options);
this._action = SGL_TRACKBALL_NO_ACTION;
this._new_action = true;
this._matrix = SglMat4.identity();
this._sphereMatrix = SglMat4.identity();
// starting/default parameters
this._startDistance = opt.startDistance; //distance
// current parameters
this._distance = this._startDistance;
//limits
this._minMaxDist = opt.minMaxDist;
this._pts = [ [0.0, 0.0], [0.0, 0.0] ];
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();
// zoom
m = SglMat4.mul(m, SglMat4.translation([0.0, 0.0, -this._distance]));
// spheretrack
m = SglMat4.mul(m, this._sphereMatrix);
this._matrix = m;
if(typeof onTrackballUpdate != "undefined")
onTrackballUpdate(this.getState());
},
_projectOnSphere : function(x, y) {
var r = 1.0;
var z = 0.0;
var d = sglSqrt(x*x + y*y);
if (d < (r * 0.70710678118654752440)) {
/* Inside sphere */
z = sglSqrt(r*r - d*d);
}
else {
/* On hyperbola */
t = r / 1.41421356237309504880;
z = t*t / d;
}
return z;
},
_transform : function(m, x, y, z) {
return SglMat4.mul4(m, [x, y, z, 0.0]);
},
_transformOnSphere : function(m, x, y) {
var z = this._projectOnSphere(x, y); //get z value
return this._transform(m, x, y, z);
},
_translate : function(offset, f) {
var invMat = SglMat4.inverse(this._sphereMatrix);
var t = SglVec3.to4(offset, 0.0);
t = SglMat4.mul4(invMat, t);
t = SglVec4.muls(t, f);
var trMat = SglMat4.translation(t);
this._sphereMatrix = SglMat4.mul(this._sphereMatrix, trMat);
},
getState : function () {
return this._sphereMatrix;
},
setState : function (newstate) {
this._sphereMatrix = newstate;
this._computeMatrix();
},
animateToState : function (newstate) {
this._sphereMatrix = newstate;
this._computeMatrix();
},
recenter : function (newpoint) {
var newpanX = (newpoint[0]-presenter.sceneCenter[0]) * presenter.sceneRadiusInv;
var newpanY = (newpoint[1]-presenter.sceneCenter[1]) * presenter.sceneRadiusInv;
var newpanZ = (newpoint[2]-presenter.sceneCenter[2]) * presenter.sceneRadiusInv;
this._sphereMatrix[12] = -newpanX;
this._sphereMatrix[13] = -newpanY;
this._sphereMatrix[14] = -newpanZ;
this._distance *= 0.6;
this._distance = this.clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]);
this._computeMatrix();
},
tick : function (dt) {
return false;
},
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._sphereMatrix = SglMat4.identity();
this._action = SGL_TRACKBALL_NO_ACTION;
this._new_action = true;
this._distance = this._startDistance;
this._pts = [ [0.0, 0.0], [0.0, 0.0] ];
this._computeMatrix();
},
track : function(m, x, y, z) {
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;
this._pts[0][0] = this._pts[1][0] + dx;
this._pts[0][1] = this._pts[1][1] + dy;
this._pts[1][0] = dx;
this._pts[1][1] = dy;
switch (this._action) {
case SGL_TRACKBALL_ROTATE:
this.rotate(m);
break;
case SGL_TRACKBALL_PAN:
this.pan(m);
break;
case SGL_TRACKBALL_DOLLY:
this.dolly(m, z);
break;
case SGL_TRACKBALL_SCALE:
this.scale(m, z);
break;
default:
break;
}
},
rotate : function(m) {
if ((this._pts[0][0] == this._pts[1][0]) && (this._pts[0][1] == this._pts[1][1])) return; //if Xold == Xnew && Yold ==Ynew return
var mInv = SglMat4.inverse(m);
var v0 = this._transformOnSphere(mInv, this._pts[0][0], this._pts[0][1]); //project on sphere (Xold, Yold)
var v1 = this._transformOnSphere(mInv, this._pts[1][0], this._pts[1][1]); //project on sphere (Xnew, Ynew)
var axis = SglVec3.cross(v0, v1); //axis of rotation
var angle = SglVec3.length(axis); //angle of rotation
var rotMat = SglMat4.rotationAngleAxis(angle, axis);
this._sphereMatrix = SglMat4.mul(rotMat, this._sphereMatrix);
this._computeMatrix();
},
pan : function(m) {
var mInv = SglMat4.inverse(m);
var v0 = this._transform(mInv, this._pts[0][0], this._pts[0][1], -1.0);
var v1 = this._transform(mInv, this._pts[1][0], this._pts[1][1], -1.0);
var offset = SglVec3.sub(v1, v0);
this._translate(offset, 2.0);
this._computeMatrix();
},
dolly : function(m, dz) {
var mInv = SglMat4.inverse(m);
var offset = this._transform(mInv, 0.0, 0.0, dz);
this._translate(offset, 1.0);
this._computeMatrix();
},
scale : function(m, s) {
this._distance *= s;
this._distance = this.clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]);
this._computeMatrix();
}
};
/***********************************************************************/