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Three.OrbitControls for multiple instances on a page.Usage: controls = new THREE.OrbitControls(camera, document, renderer.domElement); Based on: http://threejs.org/examples/js/controls/OrbitControls.js
/**
* @author qiao / https://github.com/qiao
* @author mrdoob / http://mrdoob.com
* @author alteredq / http://alteredqualia.com/
* @author WestLangley / http://github.com/WestLangley
* @author erich666 / http://erichaines.com
* @author mrflix / http://felixniklas.de
*
* released under MIT License (MIT)
*/
/*global THREE, console */
// This set of controls performs orbiting, dollying (zooming), and panning. It maintains
// the "up" direction as +Y, unlike the TrackballControls. Touch on tablet and phones is
// supported.
//
// Orbit - left mouse / touch: one finger move
// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
// Pan - right mouse, or arrow keys / touch: three finter swipe
//
// This is a drop-in replacement for (most) TrackballControls used in examples.
// That is, include this js file and wherever you see:
// controls = new THREE.TrackballControls( camera );
// controls.target.z = 150;
// Simple substitute "OrbitControls" and the control should work as-is.
THREE.OrbitControls = function ( object, domElement, localElement ) {
this.object = object;
this.domElement = ( domElement !== undefined ) ? domElement : document;
this.localElement = ( localElement !== undefined ) ? localElement : document;
// API
// Set to false to disable this control
this.enabled = true;
// "target" sets the location of focus, where the control orbits around
// and where it pans with respect to.
this.target = new THREE.Vector3();
// center is old, deprecated; use "target" instead
this.center = this.target;
// This option actually enables dollying in and out; left as "zoom" for
// backwards compatibility
this.noZoom = false;
this.zoomSpeed = 1.0;
// Limits to how far you can dolly in and out
this.minDistance = 0;
this.maxDistance = Infinity;
// Set to true to disable this control
this.noRotate = false;
this.rotateSpeed = 1.0;
// Set to true to disable this control
this.noPan = false;
this.keyPanSpeed = 7.0; // pixels moved per arrow key push
// Set to true to automatically rotate around the target
this.autoRotate = false;
this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
// How far you can orbit vertically, upper and lower limits.
// Range is 0 to Math.PI radians.
this.minPolarAngle = 0; // radians
this.maxPolarAngle = Math.PI; // radians
// Set to true to disable use of the keys
this.noKeys = false;
// The four arrow keys
this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
////////////
// internals
var scope = this;
var EPS = 0.000001;
var rotateStart = new THREE.Vector2();
var rotateEnd = new THREE.Vector2();
var rotateDelta = new THREE.Vector2();
var panStart = new THREE.Vector2();
var panEnd = new THREE.Vector2();
var panDelta = new THREE.Vector2();
var dollyStart = new THREE.Vector2();
var dollyEnd = new THREE.Vector2();
var dollyDelta = new THREE.Vector2();
var phiDelta = 0;
var thetaDelta = 0;
var scale = 1;
var pan = new THREE.Vector3();
var lastPosition = new THREE.Vector3();
var STATE = { NONE : -1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 };
var state = STATE.NONE;
// events
var changeEvent = { type: 'change' };
this.rotateLeft = function ( angle ) {
if ( angle === undefined ) {
angle = getAutoRotationAngle();
}
thetaDelta -= angle;
};
this.rotateUp = function ( angle ) {
if ( angle === undefined ) {
angle = getAutoRotationAngle();
}
phiDelta -= angle;
};
// pass in distance in world space to move left
this.panLeft = function ( distance ) {
var panOffset = new THREE.Vector3();
var te = this.object.matrix.elements;
// get X column of matrix
panOffset.set( te[0], te[1], te[2] );
panOffset.multiplyScalar(-distance);
pan.add( panOffset );
};
// pass in distance in world space to move up
this.panUp = function ( distance ) {
var panOffset = new THREE.Vector3();
var te = this.object.matrix.elements;
// get Y column of matrix
panOffset.set( te[4], te[5], te[6] );
panOffset.multiplyScalar(distance);
pan.add( panOffset );
};
// main entry point; pass in Vector2 of change desired in pixel space,
// right and down are positive
this.pan = function ( delta ) {
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
if ( scope.object.fov !== undefined ) {
// perspective
var position = scope.object.position;
var offset = position.clone().sub( scope.target );
var targetDistance = offset.length();
// half of the fov is center to top of screen
targetDistance *= Math.tan( (scope.object.fov/2) * Math.PI / 180.0 );
// we actually don't use screenWidth, since perspective camera is fixed to screen height
scope.panLeft( 2 * delta.x * targetDistance / element.clientHeight );
scope.panUp( 2 * delta.y * targetDistance / element.clientHeight );
} else if ( scope.object.top !== undefined ) {
// orthographic
scope.panLeft( delta.x * (scope.object.right - scope.object.left) / element.clientWidth );
scope.panUp( delta.y * (scope.object.top - scope.object.bottom) / element.clientHeight );
} else {
// camera neither orthographic or perspective - warn user
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
}
};
this.dollyIn = function ( dollyScale ) {
if ( dollyScale === undefined ) {
dollyScale = getZoomScale();
}
scale /= dollyScale;
};
this.dollyOut = function ( dollyScale ) {
if ( dollyScale === undefined ) {
dollyScale = getZoomScale();
}
scale *= dollyScale;
};
this.update = function () {
var position = this.object.position;
var offset = position.clone().sub( this.target );
// angle from z-axis around y-axis
var theta = Math.atan2( offset.x, offset.z );
// angle from y-axis
var phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );
if ( this.autoRotate ) {
this.rotateLeft( getAutoRotationAngle() );
}
theta += thetaDelta;
phi += phiDelta;
// restrict phi to be between desired limits
phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) );
// restrict phi to be betwee EPS and PI-EPS
phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );
var radius = offset.length() * scale;
// restrict radius to be between desired limits
radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );
// move target to panned location
this.target.add( pan );
offset.x = radius * Math.sin( phi ) * Math.sin( theta );
offset.y = radius * Math.cos( phi );
offset.z = radius * Math.sin( phi ) * Math.cos( theta );
position.copy( this.target ).add( offset );
this.object.lookAt( this.target );
thetaDelta = 0;
phiDelta = 0;
scale = 1;
pan.set(0,0,0);
if ( lastPosition.distanceTo( this.object.position ) > 0 ) {
this.dispatchEvent( changeEvent );
lastPosition.copy( this.object.position );
}
};
function getAutoRotationAngle() {
return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
}
function getZoomScale() {
return Math.pow( 0.95, scope.zoomSpeed );
}
function onMouseDown( event ) {
if ( scope.enabled === false ) { return; }
event.preventDefault();
if ( event.button === 0 ) {
if ( scope.noRotate === true ) { return; }
state = STATE.ROTATE;
rotateStart.set( event.clientX, event.clientY );
} else if ( event.button === 1 ) {
if ( scope.noZoom === true ) { return; }
state = STATE.DOLLY;
dollyStart.set( event.clientX, event.clientY );
} else if ( event.button === 2 ) {
if ( scope.noPan === true ) { return; }
state = STATE.PAN;
panStart.set( event.clientX, event.clientY );
}
// Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
scope.domElement.addEventListener( 'mousemove', onMouseMove, false );
scope.domElement.addEventListener( 'mouseup', onMouseUp, false );
}
function onMouseMove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
if ( state === STATE.ROTATE ) {
if ( scope.noRotate === true ) return;
rotateEnd.set( event.clientX, event.clientY );
rotateDelta.subVectors( rotateEnd, rotateStart );
// rotating across whole screen goes 360 degrees around
scope.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
// rotating up and down along whole screen attempts to go 360, but limited to 180
scope.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
rotateStart.copy( rotateEnd );
} else if ( state === STATE.DOLLY ) {
if ( scope.noZoom === true ) return;
dollyEnd.set( event.clientX, event.clientY );
dollyDelta.subVectors( dollyEnd, dollyStart );
if ( dollyDelta.y > 0 ) {
scope.dollyIn();
} else {
scope.dollyOut();
}
dollyStart.copy( dollyEnd );
} else if ( state === STATE.PAN ) {
if ( scope.noPan === true ) return;
panEnd.set( event.clientX, event.clientY );
panDelta.subVectors( panEnd, panStart );
scope.pan( panDelta );
panStart.copy( panEnd );
}
// Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
scope.update();
}
function onMouseUp( /* event */ ) {
if ( scope.enabled === false ) return;
// Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
scope.domElement.removeEventListener( 'mousemove', onMouseMove, false );
scope.domElement.removeEventListener( 'mouseup', onMouseUp, false );
state = STATE.NONE;
}
function onMouseWheel( event ) {
if ( scope.enabled === false || scope.noZoom === true ) return;
var delta = 0;
if ( event.wheelDelta ) { // WebKit / Opera / Explorer 9
delta = event.wheelDelta;
} else if ( event.detail ) { // Firefox
delta = - event.detail;
}
if ( delta > 0 ) {
scope.dollyOut();
} else {
scope.dollyIn();
}
}
function onKeyDown( event ) {
if ( scope.enabled === false ) { return; }
if ( scope.noKeys === true ) { return; }
if ( scope.noPan === true ) { return; }
// pan a pixel - I guess for precise positioning?
// Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
var needUpdate = false;
switch ( event.keyCode ) {
case scope.keys.UP:
scope.pan( new THREE.Vector2( 0, scope.keyPanSpeed ) );
needUpdate = true;
break;
case scope.keys.BOTTOM:
scope.pan( new THREE.Vector2( 0, -scope.keyPanSpeed ) );
needUpdate = true;
break;
case scope.keys.LEFT:
scope.pan( new THREE.Vector2( scope.keyPanSpeed, 0 ) );
needUpdate = true;
break;
case scope.keys.RIGHT:
scope.pan( new THREE.Vector2( -scope.keyPanSpeed, 0 ) );
needUpdate = true;
break;
}
// Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
if ( needUpdate ) {
scope.update();
}
}
function touchstart( event ) {
if ( scope.enabled === false ) { return; }
switch ( event.touches.length ) {
case 1: // one-fingered touch: rotate
if ( scope.noRotate === true ) { return; }
state = STATE.TOUCH_ROTATE;
rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
break;
case 2: // two-fingered touch: dolly
if ( scope.noZoom === true ) { return; }
state = STATE.TOUCH_DOLLY;
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
var distance = Math.sqrt( dx * dx + dy * dy );
dollyStart.set( 0, distance );
break;
case 3: // three-fingered touch: pan
if ( scope.noPan === true ) { return; }
state = STATE.TOUCH_PAN;
panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
break;
default:
state = STATE.NONE;
}
}
function touchmove( event ) {
if ( scope.enabled === false ) { return; }
event.preventDefault();
event.stopPropagation();
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
switch ( event.touches.length ) {
case 1: // one-fingered touch: rotate
if ( scope.noRotate === true ) { return; }
if ( state !== STATE.TOUCH_ROTATE ) { return; }
rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
rotateDelta.subVectors( rotateEnd, rotateStart );
// rotating across whole screen goes 360 degrees around
scope.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
// rotating up and down along whole screen attempts to go 360, but limited to 180
scope.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
rotateStart.copy( rotateEnd );
break;
case 2: // two-fingered touch: dolly
if ( scope.noZoom === true ) { return; }
if ( state !== STATE.TOUCH_DOLLY ) { return; }
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
var distance = Math.sqrt( dx * dx + dy * dy );
dollyEnd.set( 0, distance );
dollyDelta.subVectors( dollyEnd, dollyStart );
if ( dollyDelta.y > 0 ) {
scope.dollyOut();
} else {
scope.dollyIn();
}
dollyStart.copy( dollyEnd );
break;
case 3: // three-fingered touch: pan
if ( scope.noPan === true ) { return; }
if ( state !== STATE.TOUCH_PAN ) { return; }
panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
panDelta.subVectors( panEnd, panStart );
scope.pan( panDelta );
panStart.copy( panEnd );
break;
default:
state = STATE.NONE;
}
}
function touchend( /* event */ ) {
if ( scope.enabled === false ) { return; }
state = STATE.NONE;
}
this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
this.localElement.addEventListener( 'mousedown', onMouseDown, false );
this.domElement.addEventListener( 'mousewheel', onMouseWheel, false );
this.domElement.addEventListener( 'DOMMouseScroll', onMouseWheel, false ); // firefox
this.domElement.addEventListener( 'keydown', onKeyDown, false );
this.localElement.addEventListener( 'touchstart', touchstart, false );
this.domElement.addEventListener( 'touchend', touchend, false );
this.domElement.addEventListener( 'touchmove', touchmove, false );
};
THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
@mrflix
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Author

mrflix commented Jan 10, 2014

Usage:

controls = new THREE.OrbitControls(camera, document, renderer.domElement);

@thenath
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thenath commented Aug 6, 2014

Hi,

I was having an issue with a delay in the dollying function when using the mouse wheel. I've added a call to the update function and this seems to have fixed it, just incase anyone else is having the same issue

Thanks

Nathan Hadley

@jasonrogena
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Hi,

This is nice.. You should however consider making it a fully fledged GitHub project and not just a Gist (or have you already done that?)

@adamincera
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Hi Felix. Is this file under an MIT license? If so, would you mind adding that to the heading?

@anilbektash
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Hello there,

Where is the mistake in my code?

It does not rotates.

Thanks,

<script src='js/three.min.js' </script>
<script src="http://threejs.org/build/three.min.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="http://threejs.org/examples/js/loaders/STLLoader.js"></script>
    <script>
    $(document).ready(function(){
        var container, camera, scene, renderer;
        var controls;

        init();
        animate();

        function init() {

            container = document.createElement( 'div' );
            container.style.cssText = "position:absolute;z-index:1;top:10px;";
            $("#object").append( container );

            // renderer

            renderer = new THREE.WebGLRenderer( { antialias: true } );
            renderer.setSize( window.innerWidth/3, window.innerHeight/2 );
            container.appendChild( renderer.domElement );

            // scene

            scene = new THREE.Scene();

            // camera

            camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 15 );
            camera.position.set( 3, 0.50, 15 );

            scene.add( camera ); // required, because we are adding a light as a child of the camera

            // lights

            scene.add( new THREE.AmbientLight( 0x777777 ) );

            var light = new THREE.PointLight( 0xffffff, 0.8 );
            camera.add( light );

            // object

            var loader = new THREE.STLLoader();
            loader.load( 'output.stl', function ( geometry ) {

                var material = new THREE.MeshPhongMaterial( { color: 0xff5533 } );

                var mesh = new THREE.Mesh( geometry, material );

                mesh.position.set( 0, - 0.25, 0.6 );
                mesh.rotation.set( 0, - Math.PI / 2, 0 );
                mesh.scale.set( 0.05, 0.05, 0.05 );

                scene.add( mesh );

            } );

            window.addEventListener( 'resize', onWindowResize, false );
            controls = new THREE.OrbitControls(camera, renderer.domElement);
        }

        function onWindowResize() {

            camera.aspect = window.innerWidth / window.innerHeight;

            camera.updateProjectionMatrix();

            renderer.setSize( window.innerWidth, window.innerHeight );

        }

        function animate() {

            requestAnimationFrame( animate );
            render();
            controls.update();

        }

        function render() {

            var timer = Date.now() * 0.0005;
            camera.position.x = -5;
            camera.position.z = 5;
            camera.position.y = 5;
            camera.lookAt( scene.position );

            renderer.render(scene, camera);

        }
});
</script>

@jmca
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jmca commented Sep 25, 2015

Any chance we can make this commonJS compatible?

@rserrano
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Good evening. I'm trying to make a code with OrbitControls.js, when people browses I want to avoid firing the "touchend" event. I'm doing it like in a desktop, checking "touchmove" after "touchstart" and setting a flag to avoid it, however, it does not work, because on line 503, stopPropagation() is called.

What I want to know is why is it called?

@CNSH-Leo
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CNSH-Leo commented Jun 1, 2016

Great code!And hope a new version with the Event Listener of the Gyroscope,then we can use it to develop VR-app.

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