OrbitControls缩放阻尼作用
OrbitControls.js旋转时可以添加阻尼作用,这样鼠标或手机操作时会比较灵动,OrbitControls.js自带旋转的阻尼参数,enableDamping设置是否有阻尼作用,dampingFactor为阻尼系数,这个阻尼只对旋转操作有作用,缩放没有作用。
我们自己可以添加缩放操作的阻尼作用,需要更改的代码如下(红色为添加代码):
(1)添加变量var rDelta = 0;
(2)this.dollyIn = function ( dollyScale ) {
if ( scope.object instanceof THREE.PerspectiveCamera ) {
scale /= dollyScale;
rDelta += dollyScale;
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
scope.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom * dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;
} else {
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
}
};
this.dollyOut = function ( dollyScale ) {
if ( scope.object instanceof THREE.PerspectiveCamera ) {
scale *= dollyScale;
rDelta -= dollyScale;
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
scope.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;
} else {
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
}
};
(3) this.update = function() {
var offset = new THREE.Vector3();
// so camera.up is the orbit axis
var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
var quatInverse = quat.clone().inverse();
var lastPosition = new THREE.Vector3();
var lastQuaternion = new THREE.Quaternion();
return function () {
var position = this.object.position;
offset.copy( position ).sub( this.target );
// rotate offset to "y-axis-is-up" space
offset.applyQuaternion( quat );
// angle from z-axis around y-axis
theta = Math.atan2( offset.x, offset.z );
// angle from y-axis
phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );
theta += thetaDelta;
phi += phiDelta;
// restrict theta to be between desired limits
theta = Math.max( this.minAzimuthAngle, Math.min( this.maxAzimuthAngle, theta ) );
// 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;
radius+=rDelta;
// restrict radius to be between desired limits
radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );
if ( this.enableDamping === true ) {
rDelta *= ( 1 - this.dampingFactor );
}else{
rDelta = 0;
}
// move target to panned location
this.target.add( panOffset );
offset.x = radius * Math.sin( phi ) * Math.sin( theta );
offset.y = radius * Math.cos( phi );
offset.z = radius * Math.sin( phi ) * Math.cos( theta );
// rotate offset back to "camera-up-vector-is-up" space
offset.applyQuaternion( quatInverse );
position.copy( this.target ).add( offset );
this.object.lookAt( this.target );
if ( this.enableDamping === true ) {
thetaDelta *= ( 1 - this.dampingFactor );
phiDelta *= ( 1 - this.dampingFactor );
} else {
thetaDelta = 0;
phiDelta = 0;
}
scale = 1;
panOffset.set( 0, 0, 0 );
// update condition is:
// min(camera displacement, camera rotation in radians)^2 > EPS
// using small-angle approximation cos(x/2) = 1 - x^2 / 8
if ( zoomChanged ||
lastPosition.distanceToSquared( this.object.position ) > EPS ||
8 * ( 1 - lastQuaternion.dot( this.object.quaternion ) ) > EPS ) {
lastPosition.copy( this.object.position );
lastQuaternion.copy( this.object.quaternion );
zoomChanged = false;
return true;
}
return false;
};
}();