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- import { __decorate } from "../../tslib.es6.js";
- import { serialize } from "../../Misc/decorators.js";
- import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
- import { PointerEventTypes } from "../../Events/pointerEvents.js";
- import { Plane } from "../../Maths/math.plane.js";
- import { Vector3, Matrix, TmpVectors } from "../../Maths/math.vector.js";
- import { Epsilon } from "../../Maths/math.constants.js";
- import { EventConstants } from "../../Events/deviceInputEvents.js";
- import { Scalar } from "../../Maths/math.scalar.js";
- import { Tools } from "../../Misc/tools.js";
- /**
- * Firefox uses a different scheme to report scroll distances to other
- * browsers. Rather than use complicated methods to calculate the exact
- * multiple we need to apply, let's just cheat and use a constant.
- * https://developer.mozilla.org/en-US/docs/Web/API/WheelEvent/deltaMode
- * https://stackoverflow.com/questions/20110224/what-is-the-height-of-a-line-in-a-wheel-event-deltamode-dom-delta-line
- */
- const ffMultiplier = 40;
- /**
- * Manage the mouse wheel inputs to control an arc rotate camera.
- * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
- */
- export class ArcRotateCameraMouseWheelInput {
- constructor() {
- /**
- * Gets or Set the mouse wheel precision or how fast is the camera zooming.
- */
- this.wheelPrecision = 3.0;
- /**
- * Gets or Set the boolean value that controls whether or not the mouse wheel
- * zooms to the location of the mouse pointer or not. The default is false.
- */
- this.zoomToMouseLocation = false;
- /**
- * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
- * It defines the percentage of current camera.radius to use as delta when wheel is used.
- */
- this.wheelDeltaPercentage = 0;
- /**
- * If set, this function will be used to set the radius delta that will be added to the current camera radius
- */
- this.customComputeDeltaFromMouseWheel = null;
- this._viewOffset = new Vector3(0, 0, 0);
- this._globalOffset = new Vector3(0, 0, 0);
- this._inertialPanning = Vector3.Zero();
- }
- _computeDeltaFromMouseWheelLegacyEvent(mouseWheelDelta, radius) {
- let delta = 0;
- const wheelDelta = mouseWheelDelta * 0.01 * this.wheelDeltaPercentage * radius;
- if (mouseWheelDelta > 0) {
- delta = wheelDelta / (1.0 + this.wheelDeltaPercentage);
- }
- else {
- delta = wheelDelta * (1.0 + this.wheelDeltaPercentage);
- }
- return delta;
- }
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(noPreventDefault) {
- noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);
- this._wheel = (p) => {
- //sanity check - this should be a PointerWheel event.
- if (p.type !== PointerEventTypes.POINTERWHEEL) {
- return;
- }
- const event = p.event;
- let delta = 0;
- const platformScale = event.deltaMode === EventConstants.DOM_DELTA_LINE ? ffMultiplier : 1; // If this happens to be set to DOM_DELTA_LINE, adjust accordingly
- const wheelDelta = -(event.deltaY * platformScale);
- if (this.customComputeDeltaFromMouseWheel) {
- delta = this.customComputeDeltaFromMouseWheel(wheelDelta, this, event);
- }
- else {
- if (this.wheelDeltaPercentage) {
- delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, this.camera.radius);
- // If zooming in, estimate the target radius and use that to compute the delta for inertia
- // this will stop multiple scroll events zooming in from adding too much inertia
- if (delta > 0) {
- let estimatedTargetRadius = this.camera.radius;
- let targetInertia = this.camera.inertialRadiusOffset + delta;
- for (let i = 0; i < 20 && Math.abs(targetInertia) > 0.001; i++) {
- estimatedTargetRadius -= targetInertia;
- targetInertia *= this.camera.inertia;
- }
- estimatedTargetRadius = Scalar.Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);
- delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, estimatedTargetRadius);
- }
- }
- else {
- delta = wheelDelta / (this.wheelPrecision * 40);
- }
- }
- if (delta) {
- if (this.zoomToMouseLocation) {
- // If we are zooming to the mouse location, then we need to get the hit plane at the start of the zoom gesture if it doesn't exist
- // The hit plane is normally calculated after the first motion and each time there's motion so if we don't do this first,
- // the first zoom will be to the center of the screen
- if (!this._hitPlane) {
- this._updateHitPlane();
- }
- this._zoomToMouse(delta);
- }
- else {
- this.camera.inertialRadiusOffset += delta;
- }
- }
- if (event.preventDefault) {
- if (!noPreventDefault) {
- event.preventDefault();
- }
- }
- };
- this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(this._wheel, PointerEventTypes.POINTERWHEEL);
- if (this.zoomToMouseLocation) {
- this._inertialPanning.setAll(0);
- }
- }
- /**
- * Detach the current controls from the specified dom element.
- */
- detachControl() {
- if (this._observer) {
- this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);
- this._observer = null;
- this._wheel = null;
- }
- }
- /**
- * Update the current camera state depending on the inputs that have been used this frame.
- * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
- */
- checkInputs() {
- if (!this.zoomToMouseLocation) {
- return;
- }
- const camera = this.camera;
- const motion = 0.0 + camera.inertialAlphaOffset + camera.inertialBetaOffset + camera.inertialRadiusOffset;
- if (motion) {
- // if zooming is still happening as a result of inertia, then we also need to update
- // the hit plane.
- this._updateHitPlane();
- // Note we cannot use arcRotateCamera.inertialPlanning here because arcRotateCamera panning
- // uses a different panningInertia which could cause this panning to get out of sync with
- // the zooming, and for this to work they must be exactly in sync.
- camera.target.addInPlace(this._inertialPanning);
- this._inertialPanning.scaleInPlace(camera.inertia);
- this._zeroIfClose(this._inertialPanning);
- }
- }
- /**
- * Gets the class name of the current input.
- * @returns the class name
- */
- getClassName() {
- return "ArcRotateCameraMouseWheelInput";
- }
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName() {
- return "mousewheel";
- }
- _updateHitPlane() {
- const camera = this.camera;
- const direction = camera.target.subtract(camera.position);
- this._hitPlane = Plane.FromPositionAndNormal(camera.target, direction);
- }
- // Get position on the hit plane
- _getPosition() {
- const camera = this.camera;
- const scene = camera.getScene();
- // since the _hitPlane is always updated to be orthogonal to the camera position vector
- // we don't have to worry about this ray shooting off to infinity. This ray creates
- // a vector defining where we want to zoom to.
- const ray = scene.createPickingRay(scene.pointerX, scene.pointerY, Matrix.Identity(), camera, false);
- // Since the camera is the origin of the picking ray, we need to offset it by the camera's offset manually
- // Because the offset is in view space, we need to convert it to world space first
- if (camera.targetScreenOffset.x !== 0 || camera.targetScreenOffset.y !== 0) {
- this._viewOffset.set(camera.targetScreenOffset.x, camera.targetScreenOffset.y, 0);
- camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
- this._globalOffset = Vector3.TransformNormal(this._viewOffset, camera._cameraTransformMatrix);
- ray.origin.addInPlace(this._globalOffset);
- }
- let distance = 0;
- if (this._hitPlane) {
- distance = ray.intersectsPlane(this._hitPlane) ?? 0;
- }
- // not using this ray again, so modifying its vectors here is fine
- return ray.origin.addInPlace(ray.direction.scaleInPlace(distance));
- }
- _zoomToMouse(delta) {
- const camera = this.camera;
- const inertiaComp = 1 - camera.inertia;
- if (camera.lowerRadiusLimit) {
- const lowerLimit = camera.lowerRadiusLimit ?? 0;
- if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp < lowerLimit) {
- delta = (camera.radius - lowerLimit) * inertiaComp - camera.inertialRadiusOffset;
- }
- }
- if (camera.upperRadiusLimit) {
- const upperLimit = camera.upperRadiusLimit ?? 0;
- if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp > upperLimit) {
- delta = (camera.radius - upperLimit) * inertiaComp - camera.inertialRadiusOffset;
- }
- }
- const zoomDistance = delta / inertiaComp;
- const ratio = zoomDistance / camera.radius;
- const vec = this._getPosition();
- // Now this vector tells us how much we also need to pan the camera
- // so the targeted mouse location becomes the center of zooming.
- const directionToZoomLocation = TmpVectors.Vector3[6];
- vec.subtractToRef(camera.target, directionToZoomLocation);
- directionToZoomLocation.scaleInPlace(ratio);
- directionToZoomLocation.scaleInPlace(inertiaComp);
- this._inertialPanning.addInPlace(directionToZoomLocation);
- camera.inertialRadiusOffset += delta;
- }
- // Sets x y or z of passed in vector to zero if less than Epsilon.
- _zeroIfClose(vec) {
- if (Math.abs(vec.x) < Epsilon) {
- vec.x = 0;
- }
- if (Math.abs(vec.y) < Epsilon) {
- vec.y = 0;
- }
- if (Math.abs(vec.z) < Epsilon) {
- vec.z = 0;
- }
- }
- }
- __decorate([
- serialize()
- ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
- __decorate([
- serialize()
- ], ArcRotateCameraMouseWheelInput.prototype, "zoomToMouseLocation", void 0);
- __decorate([
- serialize()
- ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
- CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
- //# sourceMappingURL=arcRotateCameraMouseWheelInput.js.map
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