FirstPersonControls.js 26 KB

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  1. /**
  2. * @author mschuetz / http://mschuetz.at
  3. *
  4. * adapted from THREE.OrbitControls by
  5. *
  6. * @author qiao / https://github.com/qiao
  7. * @author mrdoob / http://mrdoob.com
  8. * @author alteredq / http://alteredqualia.com/
  9. * @author WestLangley / http://github.com/WestLangley
  10. * @author erich666 / http://erichaines.com
  11. *
  12. *
  13. *
  14. */
  15. import * as THREE from "../../libs/three.js/build/three.module.js";
  16. import {Buttons} from "../defines.js";
  17. import {Utils} from "../utils.js";
  18. import {EventDispatcher} from "../EventDispatcher.js";
  19. import cameraLight from "../utils/cameraLight.js";
  20. export class FirstPersonControls extends EventDispatcher {
  21. constructor (viewer, viewport) {
  22. super();
  23. this.viewer = viewer;
  24. this.renderer = viewer.renderer;
  25. this.scene = viewer.scene;
  26. this.rotationSpeed = 200;
  27. this.moveSpeed = 10;
  28. this.setCurrentViewport({hoverViewport:viewport, force:true}) //this.currentViewport = viewport
  29. this.keys = {
  30. FORWARD: ['W'.charCodeAt(0), 38],
  31. BACKWARD: ['S'.charCodeAt(0), 40],
  32. LEFT: ['A'.charCodeAt(0), 37],
  33. RIGHT: ['D'.charCodeAt(0), 39],
  34. UP: ['Q'.charCodeAt(0)],
  35. DOWN: ['E'.charCodeAt(0)],
  36. //SHIFT : [16],
  37. ALT : [18],
  38. Rotate_LEFT : ['L'.charCodeAt(0)],
  39. Rotate_RIGHT : ['J'.charCodeAt(0)],
  40. Rotate_UP : ['K'.charCodeAt(0)],
  41. Rotate_DOWN : ['I'.charCodeAt(0)],
  42. };
  43. this.fadeFactor = 50;
  44. this.yawDelta = 0;
  45. this.pitchDelta = 0;
  46. this.translationDelta = new THREE.Vector3(0, 0, 0);
  47. this.translationWorldDelta = new THREE.Vector3(0, 0, 0);
  48. this.tweens = [];
  49. this.dollyStart = new THREE.Vector2
  50. this.dollyEnd = new THREE.Vector2
  51. //this.enableChangePos = true
  52. this.viewer.addEventListener('camera_changed',(e)=>{
  53. this.setFPCMoveSpeed(e.viewport)
  54. })
  55. let drag = (e) => {
  56. if(!this.enabled)return
  57. let viewport = e.drag.dragViewport;
  58. if(!viewport)return
  59. let camera = viewport.camera
  60. let mode
  61. if(e.isTouch){
  62. if(e.touches.length == 1){
  63. mode = (!e.drag.dragViewport || e.drag.dragViewport.name == 'MainView') ? 'rotate' : 'pan'
  64. }else if(e.touches.length == 2){
  65. mode = 'scale'
  66. }else{
  67. mode = (!e.drag.dragViewport || e.drag.dragViewport.name == 'MainView') ? 'pan' : 'scale'
  68. }
  69. }else{
  70. mode = e.buttons === Buttons.LEFT && (!e.drag.dragViewport || e.drag.dragViewport.name == 'MainView') ? 'rotate' : 'pan'
  71. }
  72. //console.log('mode ', mode )
  73. let moveSpeed = this.currentViewport.getMoveSpeed();
  74. if (e.drag.startHandled === undefined) {///???????
  75. e.drag.startHandled = true;
  76. this.dispatchEvent({type: 'start'});
  77. }
  78. if (mode.includes('rotate')) {//旋转 (为什么开启调试时旋转很慢?)
  79. //来自panoramaControl updateRotation
  80. if(!this.pointerDragStart){
  81. return this.pointerDragStart = e.pointer.clone()
  82. }
  83. let _matrixWorld = camera.matrixWorld
  84. camera.matrixWorld = new THREE.Matrix4;//unproject 前先把相机置于原点
  85. var e1 = new THREE.Vector3(this.pointerDragStart.x,this.pointerDragStart.y,-1).unproject(camera)
  86. , t = new THREE.Vector3(e.pointer.x,e.pointer.y,-1).unproject(camera)
  87. , i = Math.sqrt(e1.x * e1.x + e1.z * e1.z)
  88. , n = Math.sqrt(t.x * t.x + t.z * t.z)
  89. , o = Math.atan2(e1.y, i)
  90. , a = Math.atan2(t.y, n);
  91. this.pitchDelta += o - a //上下旋转
  92. e1.y = 0,
  93. t.y = 0;
  94. var s = Math.acos(e1.dot(t) / e1.length() / t.length());
  95. if(!isNaN(s)){
  96. var yawDelta = s //左右旋转
  97. this.pointerDragStart.x > e.pointer.x && (yawDelta *= -1)
  98. this.yawDelta += yawDelta
  99. }
  100. //console.log('rotate:', this.pitchDelta, e.pointer.toArray(), this.pointerDragStart.toArray())
  101. this.pointerDragStart.copy(e.pointer)
  102. camera.matrixWorld = _matrixWorld ;
  103. }
  104. if (mode.includes('pan')) {//平移
  105. if(viewport.unableChangePos)return
  106. if(camera.type == "OrthographicCamera"){
  107. /* let ViewWidthPX = viewport.width * viewer.renderer.domElement.clientWidth
  108. let ViewHeightPX = viewport.height * viewer.renderer.domElement.clientHeight
  109. let cameraViewWidth = camera.right * 2
  110. let cameraViewHeight = camera.top * 2;
  111. moveVec.set(-1 * e.drag.mouseDelta.x * cameraViewWidth / ViewWidthPX, e.drag.mouseDelta.y * cameraViewHeight / ViewHeightPX , 0).applyQuaternion(camera.quaternion)
  112. */
  113. let moveVec = Utils.getOrthoCameraMoveVec(e.drag.pointerDelta, camera )//最近一次移动向量
  114. let handleState = window.viewer.modules.Alignment.handleState
  115. if(viewport.alignment && handleState && viewport.alignment[handleState] && e.drag.intersectStart.pointcloud){
  116. this.dispatchEvent({
  117. type : "transformPointcloud",
  118. intersectPoint: e.intersectPoint.orthoIntersect,
  119. intersectStart: e.drag.intersectStart.orthoIntersect,
  120. moveVec,
  121. pointcloud: e.drag.intersectStart.pointcloud,
  122. })
  123. }else{
  124. this.translationWorldDelta.add(moveVec.negate())
  125. }
  126. }else{
  127. if(e.drag.intersectStart){//如果拖拽着点云
  128. if(e.drag.z == void 0){//拖拽开始
  129. let pointerStartPos2d = e.drag.intersectStart.location.clone().project(camera);//识别到的点云点的位置
  130. e.drag.z = pointerStartPos2d.z //记录z,保持拖拽物体到屏幕距离不变,所以z深度不变
  131. e.drag.projectionMatrixInverse = camera.projectionMatrixInverse.clone()
  132. //防止吸附到最近点上(因为鼠标所在位置并非识别到的点云点的位置,需要得到鼠标所在位置的3d坐标。)
  133. let pointerStartPos2dReal = new THREE.Vector3(this.pointerDragStart.x,this.pointerDragStart.y, e.drag.z);
  134. e.drag.translateStartPos = pointerStartPos2dReal.clone().unproject(camera);
  135. /* this.viewer.dispatchEvent({
  136. type: 'dragPanBegin',
  137. projectionMatrixInverse : e.drag.projectionMatrixInverse
  138. }); */
  139. }
  140. //拖拽的过程中将projectionMatrixInverse替换成开始拖拽时的,因为near、far一直在变,会导致unproject计算出的3d坐标改变很大而闪烁。
  141. var _projectionMatrixInverse = camera.projectionMatrixInverse;
  142. camera.projectionMatrixInverse = e.drag.projectionMatrixInverse;
  143. let newPos2d = new THREE.Vector3(e.pointer.x,e.pointer.y, e.drag.z );
  144. let newPos3d = newPos2d.clone().unproject(camera);
  145. let moveVec = newPos3d.clone().sub( e.drag.translateStartPos /* e.drag.intersectStart.location */ );//移动相机,保持鼠标下的位置永远不变,所以用鼠标下的新位置减去鼠标下的原始位置
  146. camera.projectionMatrixInverse = _projectionMatrixInverse
  147. this.translationWorldDelta.copy(moveVec.negate()) //这里没法用add,原因未知,会跳动
  148. //console.log('pan 1', this.translationWorldDelta.clone())
  149. //四指松开剩三指时会偏移一下,暂不知道哪里的问题,或许跟开头防止点云吸附有关?
  150. }else{ //如果鼠标没有找到和点云的交点,就假设移动整个模型(也可以去扩大范围寻找最近点云)
  151. /* let center = viewer.scene.pointclouds[0].position;
  152. let radius = camera.position.distanceTo(center);
  153. let ratio = radius * Math.tan(THREE.Math.degToRad(camera.fov)/2) / 1000 */
  154. /* let speed = this.currentViewport.getMoveSpeed()
  155. if(FirstPersonControls.boundPlane){
  156. speed = FirstPersonControls.boundPlane.distanceToPoint(this.currentViewport.position)
  157. speed = Math.max(1 , speed)
  158. } */
  159. let lastIntersect = viewport.lastIntersect ? (viewport.lastIntersect.location || viewport.lastIntersect) : viewer.bound.center //该viewport的最近一次鼠标和点云的交点
  160. let speed = camera.position.distanceTo(lastIntersect)
  161. let fov = cameraLight.getHFOVForCamera(camera, true)
  162. let ratio = speed * Math.tan(fov/2)
  163. this.translationDelta.x -= e.drag.pointerDelta.x * ratio
  164. this.translationDelta.z -= e.drag.pointerDelta.y * ratio
  165. //console.log('pan2', e.drag.pointerDelta)
  166. }
  167. }
  168. }
  169. if(mode.includes('scale')){
  170. this.dollyEnd.subVectors(e.touches[0].pointer, e.touches[1].pointer);
  171. //if(!this.dollyStart)return
  172. var scale = this.dollyEnd.length() / this.dollyStart.length()
  173. //console.log('scale ',scale)
  174. let pointer = new THREE.Vector2().addVectors(e.touches[0].pointer, e.touches[1].pointer).multiplyScalar(0.5);//两个指头的中心点
  175. dolly({
  176. pointer,
  177. scale, camera
  178. })
  179. this.dollyStart.copy(this.dollyEnd);
  180. }
  181. //最好按ctrl可以变为dollhouse的那种旋转
  182. };
  183. let drop = e => {
  184. if(!this.enabled)return
  185. this.dispatchEvent({type: 'end'});
  186. };
  187. let dolly = (e={})=>{
  188. if(this.currentViewport.unableChangePos){//全景时
  189. this.emit('dollyStopCauseUnable',e)
  190. return
  191. }
  192. let camera = e.camera
  193. if(camera.type == "OrthographicCamera"){
  194. let ratio
  195. if(e.delta != void 0){//滚轮缩放
  196. if(e.delta == 0){//mac
  197. return
  198. }else if (e.delta < 0) {
  199. ratio = 0.9
  200. } else if (e.delta > 0) {
  201. ratio = 1.1
  202. }
  203. }else{
  204. ratio = e.scale //触屏缩放
  205. }
  206. let zoom = camera.zoom * ratio
  207. let limit = Potree.config.OrthoCameraLimit.zoom
  208. zoom = THREE.Math.clamp(zoom, limit.min,limit.max )
  209. let pointerPos = new THREE.Vector3(e.pointer.x, e.pointer.y,0.5);
  210. let oldPos = pointerPos.clone().unproject(camera);
  211. if(camera.zoom != zoom){
  212. camera.zoom = zoom
  213. camera.updateProjectionMatrix()
  214. }
  215. let newPos = pointerPos.clone().unproject(camera);
  216. //定点缩放, 恢复一下鼠标所在位置的位置改变量
  217. let moveVec = new THREE.Vector3().subVectors(newPos,oldPos)
  218. this.translationWorldDelta.add(moveVec.negate())
  219. }else{
  220. let speed , direction
  221. if(e.delta != void 0){//滚轮缩放
  222. speed = (this.currentViewport.getMoveSpeed() || 1) * 7
  223. //var direction = this.currentViewport.view.direction.clone();
  224. direction = this.viewer.inputHandler.getMouseDirection().direction //定点缩放
  225. if(e.delta == 0){//mac
  226. return
  227. }else if (e.delta < 0) {
  228. speed *= -1
  229. }
  230. }else{
  231. const constantDis = this.currentViewport.getMoveSpeed() * 500 //constantDis = 10;//常量系数,当放大一倍时前进的距离。可以调整
  232. speed = (e.scale-1)*constantDis //触屏缩放
  233. //pointer = new THREE.Vector2().addVectors().multiplyScalar(0.5);//两个指头的中心点
  234. direction = this.viewer.inputHandler.getMouseDirection(e.pointer).direction //定点缩放
  235. }
  236. var vec = direction.multiplyScalar(speed )
  237. this.translationWorldDelta.copy(vec)
  238. }
  239. }
  240. let scroll = (e) => {
  241. if(!this.enabled)return
  242. this.setCurrentViewport(e)
  243. e.camera = e.hoverViewport.camera
  244. dolly(e)
  245. };
  246. let dblclick = (e) => {
  247. if(!this.enabled)return
  248. if(!Potree.settings.dblToFocusPoint)return;//调试时才可双击
  249. if(Potree.settings.displayMode == 'showPointCloud'/* !viewer.images360.isAtPano() */) this.zoomToLocation(e.mouse);
  250. };
  251. this.viewer.addEventListener('global_drag', drag);
  252. this.viewer.addEventListener('global_touchmove', (e)=>{
  253. if(e.touches.length>1){//单指的就触发上一句
  254. //console.log('global_touchmove' )
  255. drag(e)
  256. }
  257. });
  258. this.viewer.addEventListener('global_drop', drop);
  259. this.viewer.addEventListener('global_mousewheel', scroll);
  260. this.viewer.addEventListener('global_dblclick', dblclick);
  261. let prepareScale = (e)=>{//触屏的scale
  262. this.dollyStart.subVectors(e.touches[0].pointer, e.touches[1].pointer);
  263. }
  264. let prepareRotate = (e)=>{
  265. this.pointerDragStart = e.pointer.clone()
  266. console.log('prepareRotate')
  267. }
  268. let preparePan = (e)=>{//触屏的pan点云 还是会偏移
  269. var pos2d = {
  270. onlyGetIntersect : true,
  271. clientX : e.touches[0].touch.pageX,
  272. clientY : e.touches[0].touch.pageY,
  273. }
  274. var intersect = this.viewer.inputHandler.onMouseMove(pos2d)
  275. e.drag.intersectStart = intersect
  276. e.drag.z = void 0 //清空
  277. e.drag.end.copy(e.pointer)
  278. console.log('preparePan ' )
  279. }
  280. this.viewer.addEventListener('global_mousedown'/* 'startDragging' */, (e)=>{
  281. this.setCurrentViewport(e)
  282. prepareRotate(e)
  283. })
  284. this.viewer.addEventListener('global_touchstart', (e)=>{
  285. if(e.touches.length==2){//只监听开头两个指头
  286. prepareScale(e)
  287. }
  288. })
  289. this.viewer.addEventListener('global_touchend', (e)=>{
  290. if(e.touches.length==2){//停止平移,开始scale
  291. prepareScale(e)
  292. }else if(e.touches.length==1){//停止scale,开始rotate
  293. prepareRotate(e)
  294. //this.pointerDragStart = null
  295. //console.log('只剩一个', e.pointer.toArray())
  296. }else if(e.touches.length>=3){//重新准备下平移(因为抬起的指头可能包含平移使用的数据),否则抬起时漂移
  297. preparePan(e)
  298. }
  299. })
  300. /* this.viewer.addEventListener('enableChangePos', (e)=>{
  301. if(!this.enabled)return
  302. this.enableChangePos = e.canLeavePano
  303. }) */
  304. }
  305. setEnable(enabled){
  306. this.enabled = enabled;
  307. }
  308. setFPCMoveSpeed(viewport){
  309. if(viewport.camera.type == 'OrthographicCamera'){
  310. let s = 1 / viewport.camera.zoom
  311. viewport.setMoveSpeed(s)
  312. }else{
  313. if(viewport == viewer.mainViewport && FirstPersonControls.boundPlane){
  314. let s = FirstPersonControls.boundPlane.distanceToPoint(viewer.mainViewport.view.position)
  315. s = Math.sqrt(s) / 10;
  316. s = Math.max(FirstPersonControls.standardSpeed , s)
  317. s *= Potree.config.moveSpeedAdujust;
  318. viewer.setMoveSpeed(s)
  319. }
  320. }
  321. }
  322. setCurrentViewport(o={}){//add
  323. if(!this.enabled && !o.force)return
  324. if(o.hoverViewport && this.currentViewport != o.hoverViewport ){
  325. this.currentViewport = o.hoverViewport
  326. if(this.currentViewport.camera.type == 'OrthographicCamera'){
  327. this.lockElevationOri = true
  328. this.lockRotation = true
  329. }else{
  330. this.lockElevationOri = false
  331. this.lockRotation = false
  332. }
  333. //this.viewer.setMoveSpeed(this.currentViewport.radius/100);
  334. this.setFPCMoveSpeed(this.currentViewport)
  335. }
  336. }
  337. setScene (scene) {
  338. this.scene = scene;
  339. }
  340. stop(){
  341. this.yawDelta = 0;
  342. this.pitchDelta = 0;
  343. this.translationDelta.set(0, 0, 0);
  344. }
  345. zoomToLocation(mouse){
  346. if(!this.enabled)return
  347. let camera = this.scene.getActiveCamera();
  348. /* let I = Utils.getMousePointCloudIntersection(
  349. mouse,
  350. camera,
  351. this.viewer,
  352. this.scene.pointclouds); */
  353. var I = this.viewer.inputHandler.intersectPoint
  354. if (!I) {
  355. return;
  356. }
  357. let targetRadius = 0;
  358. {
  359. let minimumJumpDistance = 0.2;
  360. let domElement = this.renderer.domElement;
  361. let ray = Utils.mouseToRay(this.viewer.inputHandler.pointer, camera);
  362. let {origin, direction} = this.viewer.inputHandler.getMouseDirection()
  363. let raycaster = new THREE.Raycaster();
  364. raycaster.ray.set(origin, direction);
  365. let nodes = I.pointcloud.nodesOnRay(I.pointcloud.visibleNodes, ray);
  366. let nodes2 = I.pointcloud.nodesOnRay(I.pointcloud.visibleNodes, raycaster.ray);
  367. let lastNode = nodes[nodes.length - 1];
  368. let radius = lastNode.getBoundingSphere(new THREE.Sphere()).radius;
  369. targetRadius = Math.min(this.scene.view.radius, radius);
  370. targetRadius = Math.max(minimumJumpDistance, targetRadius);
  371. }
  372. let d = this.scene.view.direction.multiplyScalar(-1);
  373. let cameraTargetPosition = new THREE.Vector3().addVectors(I.location, d.multiplyScalar(targetRadius));
  374. // TODO Unused: let controlsTargetPosition = I.location;
  375. let animationDuration = 600;
  376. let easing = TWEEN.Easing.Quartic.Out;
  377. { // animate
  378. let value = {x: 0};
  379. let tween = new TWEEN.Tween(value).to({x: 1}, animationDuration);
  380. tween.easing(easing);
  381. this.tweens.push(tween);
  382. let startPos = this.scene.view.position.clone();
  383. let targetPos = cameraTargetPosition.clone();
  384. let startRadius = this.scene.view.radius;
  385. let targetRadius = cameraTargetPosition.distanceTo(I.location);
  386. tween.onUpdate(() => {
  387. let t = value.x;
  388. this.scene.view.position.x = (1 - t) * startPos.x + t * targetPos.x;
  389. this.scene.view.position.y = (1 - t) * startPos.y + t * targetPos.y;
  390. this.scene.view.position.z = (1 - t) * startPos.z + t * targetPos.z;
  391. this.scene.view.radius = (1 - t) * startRadius + t * targetRadius;
  392. this.viewer.setMoveSpeed(this.scene.view.radius / 2.5);
  393. });
  394. tween.onComplete(() => {
  395. this.tweens = this.tweens.filter(e => e !== tween);
  396. });
  397. tween.start();
  398. }
  399. }
  400. update (delta) {
  401. if(!this.enabled)return
  402. let view = this.currentViewport.view
  403. { // cancel move animations on user input
  404. let changes = [ this.yawDelta,
  405. this.pitchDelta,
  406. this.translationDelta.length(),
  407. this.translationWorldDelta.length() ];
  408. let changeHappens = changes.some(e => Math.abs(e) > 0.001);
  409. if (changeHappens && this.tweens.length > 0) {
  410. this.tweens.forEach(e => e.stop());
  411. this.tweens = [];
  412. }
  413. }
  414. { // accelerate while input is given
  415. let ih = this.viewer.inputHandler;
  416. let moveForward = this.keys.FORWARD.some(e => ih.pressedKeys[e]);
  417. let moveBackward = this.keys.BACKWARD.some(e => ih.pressedKeys[e]);
  418. let moveLeft = this.keys.LEFT.some(e => ih.pressedKeys[e]);
  419. let moveRight = this.keys.RIGHT.some(e => ih.pressedKeys[e]);
  420. let moveUp = this.keys.UP.some(e => ih.pressedKeys[e]);
  421. let moveDown = this.keys.DOWN.some(e => ih.pressedKeys[e]);
  422. let rotateLeft = this.keys.Rotate_LEFT.some(e => ih.pressedKeys[e]);
  423. let rotateRight = this.keys.Rotate_RIGHT.some(e => ih.pressedKeys[e]);
  424. let rotateUp = this.keys.Rotate_UP.some(e => ih.pressedKeys[e]);
  425. let rotateDown = this.keys.Rotate_DOWN.some(e => ih.pressedKeys[e]);
  426. this.lockElevation = this.lockElevationOri || this.keys.ALT.some(e => ih.pressedKeys[e]);
  427. if(!this.lockRotation){
  428. if(rotateLeft){
  429. this.yawDelta -= 0.01
  430. }else if(rotateRight){
  431. this.yawDelta += 0.01
  432. }
  433. if(rotateUp){
  434. this.pitchDelta -= 0.01
  435. }else if(rotateDown){
  436. this.pitchDelta += 0.01
  437. }
  438. }
  439. if(!this.currentViewport.unableChangePos){
  440. if(this.lockElevation){
  441. let dir = view.direction;
  442. dir.z = 0;
  443. dir.normalize();
  444. if (moveForward && moveBackward) {
  445. this.translationWorldDelta.set(0, 0, 0);
  446. } else if (moveForward) {
  447. this.translationWorldDelta.copy(dir.multiplyScalar(this.currentViewport.getMoveSpeed()));
  448. } else if (moveBackward) {
  449. this.translationWorldDelta.copy(dir.multiplyScalar(-this.currentViewport.getMoveSpeed()));
  450. }
  451. }else{
  452. if (moveForward && moveBackward) {
  453. this.translationDelta.y = 0;
  454. } else if (moveForward) {
  455. this.translationDelta.y = this.currentViewport.getMoveSpeed();
  456. } else if (moveBackward) {
  457. this.translationDelta.y = -this.currentViewport.getMoveSpeed();
  458. }
  459. }
  460. if (moveLeft && moveRight) {
  461. this.translationDelta.x = 0;
  462. } else if (moveLeft) {
  463. this.translationDelta.x = -this.currentViewport.getMoveSpeed();
  464. } else if (moveRight) {
  465. this.translationDelta.x = this.currentViewport.getMoveSpeed();
  466. }
  467. if (moveUp && moveDown) {
  468. this.translationWorldDelta.z = 0;
  469. } else if (moveUp) {
  470. this.translationWorldDelta.z = this.currentViewport.getMoveSpeed();
  471. } else if (moveDown) {
  472. this.translationWorldDelta.z = -this.currentViewport.getMoveSpeed();
  473. }
  474. }
  475. }
  476. { // apply rotation
  477. let yaw = view.yaw;
  478. let pitch = view.pitch;
  479. yaw += this.yawDelta /* * delta; */
  480. pitch += this.pitchDelta/* * delta; */
  481. view.yaw = yaw;
  482. view.pitch = pitch;
  483. this.yawDelta = 0
  484. this.pitchDelta = 0
  485. }
  486. if(this.translationWorldDelta.length()>0) {
  487. // console.log('translationDelta')
  488. }
  489. { // apply translation
  490. view.translate(
  491. this.translationDelta.x, /* * delta, */
  492. this.translationDelta.y, /* * delta, */
  493. this.translationDelta.z, /* * delta */
  494. );
  495. this.translationDelta.set(0,0,0)
  496. //if(this.translationWorldDelta.length())console.log(translationWorldDelta)
  497. view.translateWorld(
  498. this.translationWorldDelta.x /* * delta */,
  499. this.translationWorldDelta.y /* * delta */,
  500. this.translationWorldDelta.z /* * delta */
  501. );
  502. this.translationWorldDelta.set(0,0,0)
  503. }
  504. { // set view target according to speed
  505. //view.radius = 1 * this.currentViewport.getMoveSpeed();
  506. /* if(viewer.bound) view.radius = view.position.distanceTo(viewer.bound.center)
  507. let speed = view.radius/100;
  508. this.viewer.setMoveSpeed(speed); */
  509. //this.setMoveSpeed()
  510. }
  511. { // decelerate over time
  512. let attenuation = Math.max(0, 1 - this.fadeFactor * delta);
  513. /* this.yawDelta *= attenuation;
  514. this.pitchDelta *= attenuation;
  515. this.translationDelta.multiplyScalar(attenuation);
  516. this.translationWorldDelta.multiplyScalar(attenuation);*/
  517. }
  518. }
  519. };