ViewHelper.js 11 KB

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  1. import {
  2. CylinderGeometry,
  3. CanvasTexture,
  4. Color,
  5. Euler,
  6. Mesh,
  7. MeshBasicMaterial,
  8. Object3D,
  9. OrthographicCamera,
  10. Quaternion,
  11. Raycaster,
  12. Sprite,
  13. SpriteMaterial,
  14. SRGBColorSpace,
  15. Vector2,
  16. Vector3,
  17. Vector4
  18. } from 'three';
  19. /**
  20. * A special type of helper that visualizes the camera's transformation
  21. * in a small viewport area as an axes helper. Such a helper is often wanted
  22. * in 3D modeling tools or scene editors like the [three.js editor]{@link https://threejs.org/editor}.
  23. *
  24. * The helper allows to click on the X, Y and Z axes which animates the camera
  25. * so it looks along the selected axis.
  26. *
  27. * @augments Object3D
  28. * @three_import import { ViewHelper } from 'three/addons/helpers/ViewHelper.js';
  29. */
  30. class ViewHelper extends Object3D {
  31. /**
  32. * Constructs a new view helper.
  33. *
  34. * @param {Camera} camera - The camera whose transformation should be visualized.
  35. * @param {HTMLDOMElement} [domElement] - The DOM element that is used to render the view.
  36. */
  37. constructor( camera, domElement ) {
  38. super();
  39. /**
  40. * This flag can be used for type testing.
  41. *
  42. * @type {boolean}
  43. * @readonly
  44. * @default true
  45. */
  46. this.isViewHelper = true;
  47. /**
  48. * Whether the helper is currently animating or not.
  49. *
  50. * @type {boolean}
  51. * @readonly
  52. * @default false
  53. */
  54. this.animating = false;
  55. /**
  56. * The helper's center point.
  57. *
  58. * @type {Vector3}
  59. */
  60. this.center = new Vector3();
  61. const color1 = new Color( '#ff4466' );
  62. const color2 = new Color( '#88ff44' );
  63. const color3 = new Color( '#4488ff' );
  64. const color4 = new Color( '#000000' );
  65. const options = {};
  66. const interactiveObjects = [];
  67. const raycaster = new Raycaster();
  68. const mouse = new Vector2();
  69. const dummy = new Object3D();
  70. const orthoCamera = new OrthographicCamera( - 2, 2, 2, - 2, 0, 4 );
  71. orthoCamera.position.set( 0, 0, 2 );
  72. const geometry = new CylinderGeometry( 0.04, 0.04, 0.8, 5 ).rotateZ( - Math.PI / 2 ).translate( 0.4, 0, 0 );
  73. const xAxis = new Mesh( geometry, getAxisMaterial( color1 ) );
  74. const yAxis = new Mesh( geometry, getAxisMaterial( color2 ) );
  75. const zAxis = new Mesh( geometry, getAxisMaterial( color3 ) );
  76. yAxis.rotation.z = Math.PI / 2;
  77. zAxis.rotation.y = - Math.PI / 2;
  78. this.add( xAxis );
  79. this.add( zAxis );
  80. this.add( yAxis );
  81. const spriteMaterial1 = getSpriteMaterial( color1 );
  82. const spriteMaterial2 = getSpriteMaterial( color2 );
  83. const spriteMaterial3 = getSpriteMaterial( color3 );
  84. const spriteMaterial4 = getSpriteMaterial( color4 );
  85. const posXAxisHelper = new Sprite( spriteMaterial1 );
  86. const posYAxisHelper = new Sprite( spriteMaterial2 );
  87. const posZAxisHelper = new Sprite( spriteMaterial3 );
  88. const negXAxisHelper = new Sprite( spriteMaterial4 );
  89. const negYAxisHelper = new Sprite( spriteMaterial4 );
  90. const negZAxisHelper = new Sprite( spriteMaterial4 );
  91. posXAxisHelper.position.x = 1;
  92. posYAxisHelper.position.y = 1;
  93. posZAxisHelper.position.z = 1;
  94. negXAxisHelper.position.x = - 1;
  95. negYAxisHelper.position.y = - 1;
  96. negZAxisHelper.position.z = - 1;
  97. negXAxisHelper.material.opacity = 0.2;
  98. negYAxisHelper.material.opacity = 0.2;
  99. negZAxisHelper.material.opacity = 0.2;
  100. posXAxisHelper.userData.type = 'posX';
  101. posYAxisHelper.userData.type = 'posY';
  102. posZAxisHelper.userData.type = 'posZ';
  103. negXAxisHelper.userData.type = 'negX';
  104. negYAxisHelper.userData.type = 'negY';
  105. negZAxisHelper.userData.type = 'negZ';
  106. this.add( posXAxisHelper );
  107. this.add( posYAxisHelper );
  108. this.add( posZAxisHelper );
  109. this.add( negXAxisHelper );
  110. this.add( negYAxisHelper );
  111. this.add( negZAxisHelper );
  112. interactiveObjects.push( posXAxisHelper );
  113. interactiveObjects.push( posYAxisHelper );
  114. interactiveObjects.push( posZAxisHelper );
  115. interactiveObjects.push( negXAxisHelper );
  116. interactiveObjects.push( negYAxisHelper );
  117. interactiveObjects.push( negZAxisHelper );
  118. const point = new Vector3();
  119. const dim = 128;
  120. const turnRate = 2 * Math.PI; // turn rate in angles per second
  121. /**
  122. * Renders the helper in a separate view in the bottom-right corner
  123. * of the viewport.
  124. *
  125. * @param {WebGLRenderer|WebGPURenderer} renderer - The renderer.
  126. */
  127. this.render = function ( renderer ) {
  128. this.quaternion.copy( camera.quaternion ).invert();
  129. this.updateMatrixWorld();
  130. point.set( 0, 0, 1 );
  131. point.applyQuaternion( camera.quaternion );
  132. //
  133. const x = domElement.offsetWidth - dim;
  134. const y = renderer.isWebGPURenderer ? domElement.offsetHeight - dim : 0;
  135. renderer.clearDepth();
  136. renderer.getViewport( viewport );
  137. renderer.setViewport( x, y, dim, dim );
  138. renderer.render( this, orthoCamera );
  139. renderer.setViewport( viewport.x, viewport.y, viewport.z, viewport.w );
  140. };
  141. const targetPosition = new Vector3();
  142. const targetQuaternion = new Quaternion();
  143. const q1 = new Quaternion();
  144. const q2 = new Quaternion();
  145. const viewport = new Vector4();
  146. let radius = 0;
  147. /**
  148. * This method should be called when a click or pointer event
  149. * has happened in the app.
  150. *
  151. * @param {PointerEvent} event - The event to process.
  152. * @return {boolean} Whether an intersection with the helper has been detected or not.
  153. */
  154. this.handleClick = function ( event ) {
  155. if ( this.animating === true ) return false;
  156. const rect = domElement.getBoundingClientRect();
  157. const offsetX = rect.left + ( domElement.offsetWidth - dim );
  158. const offsetY = rect.top + ( domElement.offsetHeight - dim );
  159. mouse.x = ( ( event.clientX - offsetX ) / ( rect.right - offsetX ) ) * 2 - 1;
  160. mouse.y = - ( ( event.clientY - offsetY ) / ( rect.bottom - offsetY ) ) * 2 + 1;
  161. raycaster.setFromCamera( mouse, orthoCamera );
  162. const intersects = raycaster.intersectObjects( interactiveObjects );
  163. if ( intersects.length > 0 ) {
  164. const intersection = intersects[ 0 ];
  165. const object = intersection.object;
  166. prepareAnimationData( object, this.center );
  167. this.animating = true;
  168. return true;
  169. } else {
  170. return false;
  171. }
  172. };
  173. /**
  174. * Sets labels for each axis. By default, they are unlabeled.
  175. *
  176. * @param {string|undefined} labelX - The label for the x-axis.
  177. * @param {string|undefined} labelY - The label for the y-axis.
  178. * @param {string|undefined} labelZ - The label for the z-axis.
  179. */
  180. this.setLabels = function ( labelX, labelY, labelZ ) {
  181. options.labelX = labelX;
  182. options.labelY = labelY;
  183. options.labelZ = labelZ;
  184. updateLabels();
  185. };
  186. /**
  187. * Sets the label style. Has no effect when the axes are unlabeled.
  188. *
  189. * @param {string} [font='24px Arial'] - The label font.
  190. * @param {string} [color='#000000'] - The label color.
  191. * @param {number} [radius=14] - The label radius.
  192. */
  193. this.setLabelStyle = function ( font, color, radius ) {
  194. options.font = font;
  195. options.color = color;
  196. options.radius = radius;
  197. updateLabels();
  198. };
  199. /**
  200. * Updates the helper. This method should be called in the app's animation
  201. * loop.
  202. *
  203. * @param {number} delta - The delta time in seconds.
  204. */
  205. this.update = function ( delta ) {
  206. const step = delta * turnRate;
  207. // animate position by doing a slerp and then scaling the position on the unit sphere
  208. q1.rotateTowards( q2, step );
  209. camera.position.set( 0, 0, 1 ).applyQuaternion( q1 ).multiplyScalar( radius ).add( this.center );
  210. // animate orientation
  211. camera.quaternion.rotateTowards( targetQuaternion, step );
  212. if ( q1.angleTo( q2 ) === 0 ) {
  213. this.animating = false;
  214. }
  215. };
  216. /**
  217. * Frees the GPU-related resources allocated by this instance. Call this
  218. * method whenever this instance is no longer used in your app.
  219. */
  220. this.dispose = function () {
  221. geometry.dispose();
  222. xAxis.material.dispose();
  223. yAxis.material.dispose();
  224. zAxis.material.dispose();
  225. posXAxisHelper.material.map.dispose();
  226. posYAxisHelper.material.map.dispose();
  227. posZAxisHelper.material.map.dispose();
  228. negXAxisHelper.material.map.dispose();
  229. negYAxisHelper.material.map.dispose();
  230. negZAxisHelper.material.map.dispose();
  231. posXAxisHelper.material.dispose();
  232. posYAxisHelper.material.dispose();
  233. posZAxisHelper.material.dispose();
  234. negXAxisHelper.material.dispose();
  235. negYAxisHelper.material.dispose();
  236. negZAxisHelper.material.dispose();
  237. };
  238. function prepareAnimationData( object, focusPoint ) {
  239. switch ( object.userData.type ) {
  240. case 'posX':
  241. targetPosition.set( 1, 0, 0 );
  242. targetQuaternion.setFromEuler( new Euler( 0, Math.PI * 0.5, 0 ) );
  243. break;
  244. case 'posY':
  245. targetPosition.set( 0, 1, 0 );
  246. targetQuaternion.setFromEuler( new Euler( - Math.PI * 0.5, 0, 0 ) );
  247. break;
  248. case 'posZ':
  249. targetPosition.set( 0, 0, 1 );
  250. targetQuaternion.setFromEuler( new Euler() );
  251. break;
  252. case 'negX':
  253. targetPosition.set( - 1, 0, 0 );
  254. targetQuaternion.setFromEuler( new Euler( 0, - Math.PI * 0.5, 0 ) );
  255. break;
  256. case 'negY':
  257. targetPosition.set( 0, - 1, 0 );
  258. targetQuaternion.setFromEuler( new Euler( Math.PI * 0.5, 0, 0 ) );
  259. break;
  260. case 'negZ':
  261. targetPosition.set( 0, 0, - 1 );
  262. targetQuaternion.setFromEuler( new Euler( 0, Math.PI, 0 ) );
  263. break;
  264. default:
  265. console.error( 'ViewHelper: Invalid axis.' );
  266. }
  267. //
  268. radius = camera.position.distanceTo( focusPoint );
  269. targetPosition.multiplyScalar( radius ).add( focusPoint );
  270. dummy.position.copy( focusPoint );
  271. dummy.lookAt( camera.position );
  272. q1.copy( dummy.quaternion );
  273. dummy.lookAt( targetPosition );
  274. q2.copy( dummy.quaternion );
  275. }
  276. function getAxisMaterial( color ) {
  277. return new MeshBasicMaterial( { color: color, toneMapped: false } );
  278. }
  279. function getSpriteMaterial( color, text ) {
  280. const { font = '24px Arial', color: labelColor = '#000000', radius = 14 } = options;
  281. const canvas = document.createElement( 'canvas' );
  282. canvas.width = 64;
  283. canvas.height = 64;
  284. const context = canvas.getContext( '2d' );
  285. context.beginPath();
  286. context.arc( 32, 32, radius, 0, 2 * Math.PI );
  287. context.closePath();
  288. context.fillStyle = color.getStyle();
  289. context.fill();
  290. if ( text ) {
  291. context.font = font;
  292. context.textAlign = 'center';
  293. context.fillStyle = labelColor;
  294. context.fillText( text, 32, 41 );
  295. }
  296. const texture = new CanvasTexture( canvas );
  297. texture.colorSpace = SRGBColorSpace;
  298. return new SpriteMaterial( { map: texture, toneMapped: false } );
  299. }
  300. function updateLabels() {
  301. posXAxisHelper.material.map.dispose();
  302. posYAxisHelper.material.map.dispose();
  303. posZAxisHelper.material.map.dispose();
  304. posXAxisHelper.material.dispose();
  305. posYAxisHelper.material.dispose();
  306. posZAxisHelper.material.dispose();
  307. posXAxisHelper.material = getSpriteMaterial( color1, options.labelX );
  308. posYAxisHelper.material = getSpriteMaterial( color2, options.labelY );
  309. posZAxisHelper.material = getSpriteMaterial( color3, options.labelZ );
  310. }
  311. }
  312. }
  313. export { ViewHelper };