120 lines
3.1 KiB
JavaScript
120 lines
3.1 KiB
JavaScript
/**
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* @author richt / http://richt.me
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* @author WestLangley / http://github.com/WestLangley
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*
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* W3C Device Orientation control (http://w3c.github.io/deviceorientation/spec-source-orientation.html)
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*/
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THREE.DeviceOrientationControls = function( object, changeCallback ) {
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var scope = this;
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this.object = object;
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this.enabled = false;
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this.deviceOrientation = {};
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this.screenOrientation = 0;
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this.alpha = 0;
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this.alphaOffsetAngle = 0;
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this.calibration = true;
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var onDeviceOrientationChangeEvent = function( event ) {
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if(event.alpha!==null || event.beta!==null | event.gamma!==null) {
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scope.object.rotation.reorder( "YXZ" );
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scope.enabled = true;
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}
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scope.deviceOrientation = event;
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changeCallback(scope);
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};
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var onScreenOrientationChangeEvent = function() {
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scope.screenOrientation = window.orientation || 0;
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changeCallback(scope);
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};
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// The angles alpha, beta and gamma form a set of intrinsic Tait-Bryan angles of type Z-X'-Y''
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var setObjectQuaternion = function() {
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var zee = new THREE.Vector3( 0, 0, 1 );
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var euler = new THREE.Euler();
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var q0 = new THREE.Quaternion();
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var q1 = new THREE.Quaternion( - Math.sqrt( 0.5 ), 0, 0, Math.sqrt( 0.5 ) ); // - PI/2 around the x-axis
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return function( quaternion, alpha, beta, gamma, orient ) {
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euler.set( beta, alpha, - gamma, 'YXZ' ); // 'ZXY' for the device, but 'YXZ' for us
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quaternion.setFromEuler( euler ); // orient the device
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quaternion.multiply( q1 ); // camera looks out the back of the device, not the top
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quaternion.multiply( q0.setFromAxisAngle( zee, - orient ) ); // adjust for screen orientation
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}
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}();
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this.connect = function() {
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onScreenOrientationChangeEvent(); // run once on load
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window.addEventListener( 'orientationchange', onScreenOrientationChangeEvent, false );
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window.addEventListener( 'deviceorientation', onDeviceOrientationChangeEvent, false );
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};
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this.disconnect = function() {
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window.removeEventListener( 'orientationchange', onScreenOrientationChangeEvent, false );
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window.removeEventListener( 'deviceorientation', onDeviceOrientationChangeEvent, false );
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scope.enabled = false;
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};
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this.update = function() {
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if ( scope.enabled === false ) return;
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if(scope.calibration) {
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scope.calibration = false;
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this.alphaOffsetAngle = - object.rotation.y - THREE.Math.degToRad( scope.deviceOrientation.alpha ) + Math.PI/2;
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}
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var alpha = scope.deviceOrientation.alpha ? THREE.Math.degToRad( scope.deviceOrientation.alpha ) + this.alphaOffsetAngle : 0; // Z
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var beta = scope.deviceOrientation.beta ? THREE.Math.degToRad( scope.deviceOrientation.beta ) : 0; // X'
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var gamma = scope.deviceOrientation.gamma ? THREE.Math.degToRad( scope.deviceOrientation.gamma ) : 0; // Y''
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var orient = scope.screenOrientation ? THREE.Math.degToRad( scope.screenOrientation ) : 0; // O
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setObjectQuaternion( scope.object.quaternion, alpha, beta, gamma, orient );
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this.alpha = alpha;
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};
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this.updateAlphaOffsetAngle = function( angle ) {
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this.alphaOffsetAngle = angle;
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this.update();
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};
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this.dispose = function() {
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this.disconnect();
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};
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this.connect();
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};
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